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3 Dimensional Chat / City Model Pack

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MikeS
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Posted: 28th May 2006 19:09 Edited at: 28th May 2006 19:09
Started making this model pack last night, and have continued for most of this morning.

Here's the objects:


Full Object List(20 Total):



I have two questions that I need input on.
1.) What other objects do you think are an absolute necessity for a creating a 3D city scene that I don't have?(Other than people)

2.) Do you think you'd be able to create a (decent) game using only these models?

The reason I ask, is I'm still considering whether or not I'm going to use these for my latest project, or whether they'd actually be beneficial being sold in a model pack.


Thanks



A book? I hate book. Book is stupid.
(Formerly Yellow)

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Megaton Cat
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Posted: 28th May 2006 19:17 Edited at: 28th May 2006 19:26
We'll have to see how the texturing comes out before we can tell if it's ready for commercial release I would say.

Good start on the city props though.


It's like a Megaton Cat radar, 24 hours a day.
SimSmall
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Posted: 28th May 2006 19:20
They look good, but:

2nd building from the left - looks like the... canopy (I think that's what it is) has crooked supports - is it supposed to be like that?

There's enough objects there to make a good city, but perhaps some old banger cars (Not everyone has sports cars )
MikeS
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Posted: 28th May 2006 19:24 Edited at: 28th May 2006 22:37
Thanks Mega. I'm starting the texturing as soon as all the modeling is done.

Thanks SimSmall. Yeah, the second building is suppose to be a run down home. I have a van I may also add to the pack, and perhaps I'll do some different cars.



[Small Edit]
Attached a picture with my progress on uv mapping. All objects(Minus the sports car) have a UV map and just need to be textured. Currently there are 4 objects finished with 6 textures total.

A book? I hate book. Book is stupid.
(Formerly Yellow)

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zircher
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Posted: 28th May 2006 22:55
In the positive feedback department, the signs should have a more uniform size that is easily visible from the street. A diamond shaped caution sign is a meter from top to bottom and side to side. Most of your sign shapes seem off. Here in the US, the basic shapes are: (off the top of my head)

diamond for caution (curves, children playing, etc)
round for rail road crossings or traffic circles
octogon for stop
triangle with flat top for yield
rectangle for information (parking, speed limits, directions)
pentagon - square bottom with peaked top for school zones
X shape is also used for rail road crossings
shield shapes for interstates
and state shapes for state highways.

The inverted triangle (point up) is not really a road sign but something that is attached to an SMV (slow moving vehicle.)
--
TAZ

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Bahamut
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Posted: 29th May 2006 02:17
Quote: "1.) What other objects do you think are an absolute necessity for a creating a 3D city scene that I don't have?(Other than people)
"


Cartoons and other games set in America have fire hydrants. I've no idea what they are or what they do, but they seem mandatory these days.

A couple more styles of street lamp

A couple of different cars

Two or more textures for each model (or just copy-paste the model and texture that. Either way).

There are probably more-go for a walk around your town and see what's there.

Quote: "2.) Do you think you'd be able to create a (decent) game using only these models?"


At the moment I can't make a decent game full stop.

The models themselves are nice, but textures can make or break a model. I'll have to reserve judgement I think.

Insanity Complex
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Posted: 29th May 2006 02:36
Quote: "Cartoons and other games set in America have fire hydrants. I've no idea what they are or what they do, but they seem mandatory these days"


Fire hydrants are what Fire Fighters hook their hose to to put out fires...mandatory anywhere civilization is...unless you wanna use the bucket method.


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Bahamut
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Posted: 29th May 2006 02:45
Quote: "Fire hydrants are what Fire Fighters hook their hose to to put out fires...mandatory anywhere civilization is...unless you wanna use the bucket method."


Yeah, I thought it might be something like that. Never seen one in England before though.

@ MikeS: To prevent this post from being completely off topic, what about a post box and trees?

adr
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Posted: 29th May 2006 18:47
Quote: "Never seen one in England before though."


If you look at the pavement, you'll notice 6x6" square metal panels. Lift that panel up, and there'll be a water connection.

At least, I think that's what they're for. Also, the yellow signs with an "H" in them are something to do with water outlets.

@MikeS
I spent weeks trying to model a car, and you've done one as a little incidental thing to add to your pack! Not fair.

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zircher
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Posted: 29th May 2006 19:26
Other common street side objects to consider: telephone poles, mail boxes, newpaper vending machines, sidewalks and curbs (several variations for handicap access points), manhole covers and street grates (although they may just fall in the texture category.)
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TAZ

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MikeS
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Posted: 29th May 2006 20:43
Thanks all. I'll be sure to add as many variations to the sign as possible. As soon as I finish texturing all of the current items I'll start adding some more.

@adr
It still took quite a while to model that car.

@Zircher
Thanks for the sign critique. As you said, most of the suggustions will fall into a sidewalk texture or so.

@Bahamut
I'll add both of these objects.



A book? I hate book. Book is stupid.
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Seppuku Arts
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Posted: 31st May 2006 00:42
Nice, you've got your modelling well started, I will look forward to your model pack. I like the car, and yeah they do take time to model.

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Insanity Complex
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Posted: 31st May 2006 03:30
Shrubbery...

Many cities have trees planted in random spots on sidewalks, generally in circle things resembling manholes, but they are grates. Also, bushes appear friggin EVERYWHERE. Heh...just a suggestion.


"Take me home, to my empty 'fridgerator"
-ICP, Take me home, about looking back after obtaining your dream.
MikeS
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Posted: 31st May 2006 04:29
I have contemplated a few plants, thanks Insanity Complex.

Thanks Musashi.



A book? I hate book. Book is stupid.
(Formerly Yellow)
=ChrisB=
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Posted: 31st May 2006 05:05
This looks pretty cool!
Tinkergirl
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Posted: 31st May 2006 13:31
Fences. Most useful for gating off alleyways. Whatever game you could make with the above items would have problems gating the player - or theyd just wander out of the world! (Always hard in an urban environment).

So fences, (both short and tall-with-barbedwire) maybe some wall segments, and anything else to block off an area and stop the player for just going in a straight line.

Glad to see a dumpster - they (along with wooden crates and barrels) are staples of game furniture

If I were looking to make a game using those items, (and it was a first person game) I'd be hoping to also have fire escapes, piles of rubbish, shipping containers, trucks (good for gating), and possibly scaffolding. Most of these would add detail or vertical interest to a level, instead of just staying on the same flat plain (plane? darn you DB) all the time.
MikeS
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Posted: 31st May 2006 22:46
Thanks Chris.

Thanks Tinkergirl, very good suggustions for practicality and good design. Added those items to my list to do.



A book? I hate book. Book is stupid.
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Neodelito
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Posted: 7th Jun 2006 23:07
really nice.. make more models... please

MikeS
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Posted: 8th Jun 2006 00:34
Thanks Neodelito, I'll be sure to do so. I'm still working on this pack, it'll just take longer than expected to get the textures just right.



A book? I hate book. Book is stupid.
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ALPHA ZERO PRODUCTIONS
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Posted: 8th Jun 2006 08:43
all u need now are some fences and anyone can make the next GTA lol

Bob da reaper
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Posted: 8th Jun 2006 18:28
the car looks good but I also think you need some fnces and maybe a police car (just add a siren to the existing car)

I pwn n00bs - current project "Darkness Falls"
Chris Franklin
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Posted: 8th Jun 2006 19:12
Awesome if this is gonna be free i'll definately be using this

(I don't buy models there's no point )

MikeS
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Posted: 8th Jun 2006 20:55
Thanks Alpha, thanks Pwnage. Chances are i'll make a new more generic car, and then add a siren for a police car.

Thanks Chris. I haven't decided on what I'm going to do with this model pack as far as selling it or giving it away. I need to do a cost/benefit analysis once it's complete.



A book? I hate book. Book is stupid.
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X Trade
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Posted: 8th Jun 2006 22:46
I think i would be interested in a City 3d model pack if it had some larger skyscrapers..

especially glass ones with glass transparent sides and (empty) floors. maybe a fake texture slightly furthur in.. yeh kinda hard to explain. like, have the glass, and then have an inside wall.. so its like the outside is corridoors.. or you could texture the inside wall with an wide repeating office scene kinda thing..

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Manic
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Posted: 8th Jun 2006 23:21
i'm slightly curious about your chosen detail levels across the whole set, the traffic cone looks like its got 20 sides and a curved top, seems a bit unnecessary, especially when compared to the buildings, which don't have windows modeled in. similarly, the traffic lights seem to be meticulously modelled, but will be high up and away from the camera at most points.

You also seem to have modelled the rims of the car, this should definately be done with textures. Also, the car looks a bit blocky, surely the sides should taper more than they are? i think you've got dead edges on the car too.

Other things i noticed, but i'm not sure of;
* Have you modelled a lip on the paving slab? surely not?
* why have you modelled a paving slab? a plane with a texture and normal map would be just as good, if not better.
* Have you modelled the catch on the dumpster? again, thats a job for texturing
* adding depth to a street sign, thats only a millimeter thick in real life seems a bit extreme, but walking past something in a game that's perfectly flat is often a bit odd looking, so take your pick.
* and seriously, why did you model the screws on the road sign?!

another quick note is on textures, make sure you cram as many different objects onto the same texture sheet. All your street signs, bins and barrels should be on one 512^ map, possibly more if you can.


You've obviously got a good grasp of modelling, but you need to step back and think about what detail is made by geometry and what's for textures. the models are good on their own, but as a group, the poly distribution is all over the place.

hope that helps

Manic

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MikeS
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Posted: 9th Jun 2006 03:40
@X Trade

Yeah, I understand what you mean. Once I get done with some of the new objects, I'll be sure to add more variations of the buildings, including some sky scrapers.

@Manic

Thanks for all the great tips. I spent about 30 minutes reducing everything, and got some nice results. A few things that I've added detail to like the catch on the dumpster are only a few polygons. I always design for the future, and these days a few polygons may be spared in detail otherwise used in a texture.

Poly range for everything is 27-352(excluding the car), so it's a lot better than what it was(27-468). The car alone I've shaved off 86 polygons and a few unneeded verts, so I should be able to get it close to 900.

The screws on the road sign was just wings3d render acting a bit quirky, as the faces were perpendicular. However, I still have the screws inbetween, just a few added polies. Just kind of my preference, as it looks better than just a plain.

Thanks for the tips on the signs, never even thought of that.

The paving slab will need to be as it is. Perhaps it'll make more sense once I add a plain and add a road texture to that.

Again, thanks for the critique, just what I need to improve this thing ten-fold.



A book? I hate book. Book is stupid.
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Insanity Complex
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Posted: 9th Jun 2006 04:55 Edited at: 9th Jun 2006 04:56
Quote: " I haven't decided on what I'm going to do with this model pack as far as selling it or giving it away. I need to do a cost/benefit analysis once it's complete.
"


If you do make it free, I'd be willing to host over at 3D United...maybe attract some users...hehe


Oh...and I see some edges along the top of the car you could delete...I'll save the image, highlight them, and post what I'm talking about later.


"Take me home, to my empty 'fridgerator"
-ICP, Take me home, about looking back after obtaining your dream.
ALPHA ZERO PRODUCTIONS
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Posted: 9th Jun 2006 05:12
make it free or else

MikeS
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Posted: 9th Jun 2006 07:06 Edited at: 9th Jun 2006 07:07
Thanks Insanity Complex, but I've already got plenty of webspace. That drawover would be a great help if you have the time.

--------------------------
Small Update:



I also made a little example scene in Truespace.

*Note the cans floating in the air would obviously fall into the dumpster and trashcan once the game begins.


Not all of the objects are used, but the model pack is coming along just about well enough to populate a game.



A book? I hate book. Book is stupid.
(Formerly Yellow)

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Insanity Complex
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Posted: 10th Jun 2006 20:57 Edited at: 10th Jun 2006 21:02
Highlighted the edges that look like they arent needed(the polygons they cut are flat




"Take me home, to my empty 'fridgerator"
-ICP, Take me home, about looking back after obtaining your dream.

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Megaton Cat
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Posted: 10th Jun 2006 20:57
Still waiting for some textures.


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WebCobra
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Posted: 21st Jun 2006 00:32
Would you give those models for free? I just want the buildings. And also, you got very nice models over there. Great job!

Thanks,
WebCobra

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