Scifi/Industrial Dirty Corridor Mod, VERSION 2 COMING SOON! |
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Scifi/Industrial Dirty Corridor Mod, VERSION 2 COMING SOON! |
Mar 15 2010, 10:02 PM
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#1
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![]() Master Director Group: Pioneers Posts: 546 Joined: 13-April 09 Member No.: 4,822 |
Hey folks!
Well, last week I released the NavMesh Mod that allows you to raise your actors and give them plenty of room to walk around. This week, I thought it would be fantastic to have a set to utilize this feature. So, I have modeled together a custom corridor perfect for your scifi/industrial needs. ![]() It features key sections that can be pieced together to create a full corridor. ![]() I think what is the coolest aspect is the roof sections. There is no need to hassle with raising or lowering them, I've included "invisible to camera" stilts the automatically place the roof prop at the nessessary height - AND each roof prop has a light prop embedded into it so there is no need to hassle with placing lights in the corridor. Each light is fully customizable in MS. There is a few things that I need to fix before I release it, but it will definitely be out very soon. In the meantime....do your actors need new eyes? Head on over to Overman's website and purchase his brand new ZS Eyes Pack! Its fully loaded with a wide variety of eye colors for most of the existing Moviestorm character heads, both male and female, and including many of the major "official" content packs. Purchase today at: http://z-studios.com/products/mscp/zs-eyes...-for-moviestorm -------------------- |
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Mar 16 2010, 8:24 AM
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#2
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![]() Master Director Group: Pioneers Posts: 379 Joined: 6-February 10 Member No.: 7,686 |
WOW! That is really impressive!
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Mar 16 2010, 11:33 AM
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#3
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![]() Master Director Group: Pioneers Posts: 786 Joined: 25-January 07 Member No.: 118 |
Wow D.L.
That just looks fantastic! The roof sections are pretty ingenious. |
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Mar 16 2010, 7:41 PM
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#4
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![]() Director Group: Members Posts: 108 Joined: 20-December 09 Member No.: 6,888 |
i cant wait for this mod, reminds me of the corridors from "the Movies" keep em coming DL
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Mar 16 2010, 7:58 PM
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#5
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![]() Master Director Group: Pioneers Posts: 1,874 Joined: 10-August 09 Member No.: 5,849 |
This looks absolutely stunning! Great work, can`t wait for the release
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Mar 24 2010, 3:07 AM
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#6
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![]() Master Director Group: Pioneers Posts: 546 Joined: 13-April 09 Member No.: 4,822 |
Just a small update to let you know the progress of this development.
Even though I had already built one, there were a few problems with it and I decided to start from scratch and rebuild it. I just want to add a little more detail to it and make it easier to make the full set with. Here is a small screenshots. Do not worry, the corridor will be textured like the last time. The different colors help me associate which mesh is which. ![]() I'll try and keep you all posted because I'd like to keep you in the light, not the dark. -------------------- |
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Mar 24 2010, 6:36 AM
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#7
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![]() Director Group: Members Posts: 108 Joined: 20-December 09 Member No.: 6,888 |
Those "infomation board" type things, will they have the option to have user images on them so you could have them have either a sign saying look a pipe" or a computer terminal type thing?
Cant wait to use them, ive already started to write some scripts for my R.E.T.A.R.D.S project just so i can use them lol -------------------- |
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Mar 24 2010, 7:20 AM
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#8
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![]() Master Director Group: Pioneers Posts: 731 Joined: 4-October 07 Member No.: 963 |
----- Here is a small screenshots. Do not worry, the corridor will be textured like the last time. The different colors help me associate which mesh is which. ![]() I'll try and keep you all posted because I'd like to keep you in the light, not the dark. Great to see. what are you developing in? Blender? 3dsMax? It looks promising seeing this in it's naked state. The poly count looks low enough to work well in moviestorm and high enough to hold some great textures. -------------------- 3DTree Addons: Click for details: *Free # Battlestar Colonial fleet || $7 Rural001 Addon: click here for details~_ --:Free Japanese style school building block~_ _~- -:*Free DoJo with Animation~__~- NEW:*Free LivingRoomExtras~__~ *Free # MS-Car Delorean ~__~ *Free # 3DTreeTrek01 addon ~__~ *Free # Panda01addon ~__~ *Free # Explode02 |
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Mar 24 2010, 9:46 AM
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#9
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![]() Master Director Group: Pioneers Posts: 1,562 Joined: 30-June 06 Member No.: 5 |
any chance of a wireframe? (I'm looking at that untextured floor grate and assuming its not a single poly with transparencies)
-------------------- Chris Ollis
Caretaker of www.moddingstorm.co.uk, the one stop shop for all your extra addon needs Plus Minor Web Celebrity, Viral Guru, Toy designer and BBC comedy writer :D |
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Mar 24 2010, 10:58 PM
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#10
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![]() Master Director Group: Pioneers Posts: 546 Joined: 13-April 09 Member No.: 4,822 |
Those "infomation board" type things, will they have the option to have user images on them so you could have them have either a sign saying look a pipe" or a computer terminal type thing? Yes, they will have the option to change the texture. In fact, I was thinking of even having two different texture variations for this set. One for a "clean" brand new looking corridor, and the "dirty" version What do you think? Great to see. what are you developing in? Blender? 3dsMax? It looks promising seeing this in it's naked state. The poly count looks low enough to work well in moviestorm and high enough to hold some great textures. Thanks tree. Yea, I've been a happy Max user for the last two years. My uncle gave me his copy right before his sudden heart attack. Recently, I've found out according to MAX User Agreement, licenses are non-transferable, so I've uninstalled my version and downloaded the trial version of Max 2010. It will get me by as I learn Blender. Soon, I will be using blender for all of my future 3D endeavors, I just need to build a safety net of people who know how to use Blender. lol But, knowing how valuable 3D Max is, Ill be putting aside some money every month to buy it (unless you want to donate some money for me. lol haha). Its simply the best 3D modeling program for me. And I've spent two years learning how to use it. And as far as poly count, there is some areas where I 'could' lower it. any chance of a wireframe? (I'm looking at that untextured floor grate and assuming its not a single poly with transparencies) Yea. Your right. It is the biggest poly count of the entire model. I may change it to a single count with a texture that has transparency. I even have a texture that would work. But the first model which is shown in the video used the same kind of floor and it did not effect the software any. Here is a wireframe. You'll notice the floor has a lot of poly's. I need to fix the railing as it does not need that many poly's
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Mar 24 2010, 11:12 PM
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#11
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![]() Master Director Group: Pioneers Posts: 1,562 Joined: 30-June 06 Member No.: 5 |
You appear to also have left on the standard 5 subdivisions for the pipe cylinders. Guessing its a default 18 sided cylinder that means 180 tri's where you only need 36, and less for the smaller diameter pipes when the curvature is less of an issue. Also the end caps can be removed saving another 32 polys on each.
I would say if you halved the sides on the smaller ones you could go from 1900 polys down to 230 on the pipes alone. When the corridor section is to be used repeatedly this kind of poly reduction is very important. -------------------- Chris Ollis
Caretaker of www.moddingstorm.co.uk, the one stop shop for all your extra addon needs Plus Minor Web Celebrity, Viral Guru, Toy designer and BBC comedy writer :D |
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Mar 24 2010, 11:22 PM
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#12
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![]() Master Director Group: Pioneers Posts: 546 Joined: 13-April 09 Member No.: 4,822 |
You appear to also have left on the standard 5 subdivisions for the pipe cylinders. Guessing its a default 18 sided cylinder that means 180 tri's where you only need 36, and less for the smaller diameter pipes when the curvature is less of an issue. Also the end caps can be removed saving another 32 polys on each. I would say if you halved the sides on the smaller ones you could go from 1900 polys down to 230 on the pipes alone. When the corridor section is to be used repeatedly this kind of poly reduction is very important. Good point Chris. Ill make some changes and see how it looks. About the cylinder end caps, I don't have the caps turned on...or where you talking in general? -------------------- |
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Mar 24 2010, 11:34 PM
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#13
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![]() Master Director Group: Pioneers Posts: 1,562 Joined: 30-June 06 Member No.: 5 |
on the pretty coloured version there are ends to the cylinders, if you've removed them since them being pretty colours then ignore me
-------------------- Chris Ollis
Caretaker of www.moddingstorm.co.uk, the one stop shop for all your extra addon needs Plus Minor Web Celebrity, Viral Guru, Toy designer and BBC comedy writer :D |
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Mar 24 2010, 11:59 PM
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#14
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![]() Master Director Group: Pioneers Posts: 546 Joined: 13-April 09 Member No.: 4,822 |
on the pretty coloured version there are ends to the cylinders, if you've removed them since them being pretty colours then ignore me This is the current polys of the end-cap. The way it is in the pretty colored version. This is with the endcap "segments" turned off. It create and entire face for the end without all the poly's ![]() This is the cylinders "segments" endcap is turned on ![]() So I'm assuming that way I have should be fine. -------------------- |
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Mar 25 2010, 1:03 AM
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#15
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![]() Master Director Group: Pioneers Posts: 1,532 Joined: 20-September 08 Member No.: 2,721 |
If you preferred to keep the end caps, I'm sure you could change them into a single poly each be removing the excessive vertices on the ends, then just making a face out the vertices and the end of the cylinder itself, if you understand what I mean. I'm assuming that Max has the same capability to do this as Blender does.
Even then, though, you would have 22 polys for each set segment (for each pipe and including the handrails) that aren't necessary. Also a question, because I'm still learning some if this stuff...can't you reduce the number of polys on each cylinder by eliminating the subdivisions? that would only make 16 polys per instead of 80 (if you don't have end caps). -------------------- |
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Mar 25 2010, 1:39 AM
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#16
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![]() Master Director Group: Pioneers Posts: 546 Joined: 13-April 09 Member No.: 4,822 |
Yea, removing the subdivisions will reduce the poly count, as I will do for these cylinders. I will need the subdivisions when I create the intersection piece, as the cylinders will be curved, making the subdivisions needed.
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Mar 25 2010, 3:49 AM
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#17
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![]() Director Group: Members Posts: 108 Joined: 20-December 09 Member No.: 6,888 |
Yes, they will have the option to change the texture. In fact, I was thinking of even having two different texture variations for this set. One for a "clean" brand new looking corridor, and the "dirty" version What do you think? That would be awsome, corridors are some of the best things to use in movies and i already have some ideas for some more even easyer ones for you to make too lol -------------------- |
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Mar 25 2010, 9:22 PM
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#18
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![]() Master Director Group: Members Posts: 441 Joined: 11-December 09 Member No.: 6,772 |
Quick question what is the maximum amount of polys one set object can have before it starts to bog down MS?
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Mar 26 2010, 1:40 AM
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#19
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![]() Master Director Group: Pioneers Posts: 731 Joined: 4-October 07 Member No.: 963 |
Quick question what is the maximum amount of polys one set object can have before it starts to bog down MS? this should help as a guide if you are building things. http://wiki.moviestorm.co.uk/index.php/wiki/Poly_Counts/ As to how much on a set all together for your computer setup... check you FPS and (if moviestorm had this option) over-all poly count on a set. Sets get bogged down for other reasons then the amount of props on set too. -------------------- 3DTree Addons: Click for details: *Free # Battlestar Colonial fleet || $7 Rural001 Addon: click here for details~_ --:Free Japanese style school building block~_ _~- -:*Free DoJo with Animation~__~- NEW:*Free LivingRoomExtras~__~ *Free # MS-Car Delorean ~__~ *Free # 3DTreeTrek01 addon ~__~ *Free # Panda01addon ~__~ *Free # Explode02 |
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Mar 26 2010, 1:52 AM
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#20
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![]() Master Director Group: Pioneers Posts: 546 Joined: 13-April 09 Member No.: 4,822 |
this should help as a guide if you are building things. http://wiki.moviestorm.co.uk/index.php/wiki/Poly_Counts/ As to how much on a set all together for your computer setup... check you FPS and (if moviestorm had this option) over-all poly count on a set. Sets get bogged down for other reasons then the amount of props on set too. Thanks tree for pointing this out. I had not be directed to this before. -------------------- |
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