#Not nearly as flashy as some of the

1 messages · Page 1 of 1 (latest)

dry igloo
#

What is this if i may?

flat kiln
#

Auschwitz

fossil dew
#

Not Auschwitz lol its one of the camp buildings from wake island

#

Better reference photo

flat kiln
#

Still very neat

fossil dew
#

Thanks!

dry igloo
#

ohh, you making a map of wake island?

flat kiln
#

What we really need are mods of buildings, props, and building compositions
A shit ton of modeled buildings with interiors and stuff so that terrain makers can go ham with prefabs

#

Think CUP Terrains from Arma 3 and how pretty much every modded map used it

fossil dew
# dry igloo ohh, you making a map of wake island?

I'd like to, but the shear amount of objects needed for it to be accurate is pretty staggaring. Its something I like to work on in my free time, but realistically wouldn't get anywhere close to completion anytime soon

dry igloo
#

Yeah true true

#

i wanted to learn pacific vegetation and such which is what my little tree models were for learning but it'll take me time

fossil dew
#

Oh yeah of course, best of luck on that. Even this model I made is far from perfect. Both of us just gotta be plugging away

fossil dew
dry igloo
#

its a great start though, way better than any of my attempts at buildings

#

you can actually tell yours is a building and not a minecraft starter home

wispy briar
#

for a first attempt at modeling its not bad at all, most peoples first models look like macaroni art. you have the right mindset with making the side structures with prefabs. the roof on those should be one mesh however that way you don't have the noticeable line, should also have shading which is not really needed for basic shapes but would help with that roof or other shallow angles

fossil dew
#

Also to clarify, the roof is a separate mesh. The 2x4 and metal portion are all one mesh

wispy briar
#

the wood doesn't have to be one mesh. its harder to work with if its one giant mesh.

this is how shading is done

#

In 3D computer graphics, Phong shading, Phong interpolation, or normal-vector interpolation shading is an interpolation technique for surface shading invented by computer graphics pioneer Bui Tuong Phong. Phong shading interpolates surface normals across rasterized polygons and computes pixel colors based on the interpolated normals and a reflec...

fossil dew
#

Ohhh nice I see what you mean, I'm going to look into that

pallid raft
#

@flat kiln I can start a community mod for props if anyone is interested.