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| Project Recruitment If you are looking to find modellers / artists to to help with the creation of fan films, games, mods etc. or are looking for such a project yourself, please post all the relevant details here. |
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| | #41 (permalink) |
| SFM Nugget | ok, I found a pic to show an idea of a small town with skyscrapers. I know there are some out there who dont know what we are talking about so I found this pic to give a small idea of where we are heading. You'll notice that some of the buildings are small and some tall. So it's the combination that makes a city look good. And that is what I think biotech is after. So here you go.. Have a look see of a small city. Jimmy_H |
| "The Future has yet to be the past..." Personal Website : Star Trek - Future Last edited by Jimmy_H; 05-18-2008 at 04:55 PM. | |
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| | #42 (permalink) |
| SFM Oracle Realname: Rich Join Date: May 2006 Location: Hull, Yorkshire, England Age: 39
Posts: 3,697
Blog Entries: 2 | http://www.scifi-meshes.com/forums/3...tml#post277719 We have a thread now. Its a nice image Jimmy, but thats an old city, for a future city, you might want to look at what they are doing in Dubai right now, or better still for us, sci fi movies, since we dont want to be limited to 20th and 21st centuray buildings. Think 5th element, the cities on some of the planets in firefly, or coruscant. The sky is quite literally the limit. |
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| | #43 (permalink) |
| SFM Nugget | Hey thanks.. that gives me a direction to go with... Jimmy_H |
| "The Future has yet to be the past..." Personal Website : Star Trek - Future | |
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| | #44 (permalink) |
| SFM Nugget Realname: Jim Join Date: Aug 2006 Age: 32
Posts: 90
| A little late maybe but I'm in in this project aslo... I have some ideas about building although I need some help with the sizing issue. I use blender and as far I understood the base has a max of 300x300. So in blender I will use 0.3x0.3 on 3 on the grid... is that correct fellow blender users? |
| "Infinite Diversity in Infinite Combinations" current WIP: PAX-15 Phoenix Last edited by eracoon; 12-11-2007 at 12:32 PM. | |
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| | #45 (permalink) | |
| SFM Nugget | Quote:
Try that. I think it's configureable. Just use each Square as 1 unit. So 300 squares should equal out to whatever you set it too. Like Feet or in the case of what we are trying to do is Meters. (I forget how to do it.) On another note. Have you tried a program called 4D Blue ?? It's free just like blender. It's real easy to use also. So if you want to learn faster on how to model, try it out. (Did I meantion It's Free just like Blender?) It's not as fancy as Blender. But it should allow you to export out 3DS. Which other people can convert your Blender or 4D Blue building to the size that is needed if you cannot figure it out. I use Cinema 4D. Love it. And it allows me to change the Units I use. I had to change to Meters for this project. But it allows Feet / Meters / Inches... etc etc... You get the idea... Sorry i'm babling.. Been up all night... heh Jimmy_H | |
| "The Future has yet to be the past..." Personal Website : Star Trek - Future | ||
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| | #46 (permalink) |
| SFM Nugget | Uhh crap.. I hate Geocities... It's saying it's unavailable... It was there a few mintues ago... errr |
| "The Future has yet to be the past..." Personal Website : Star Trek - Future | |
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| | #48 (permalink) | |
| Project Lead on SFM Film | Quote:
But I will be doing is using one square as two meters. If that two big, it can always be scaled down. | |
| “Well, I guess wiping out 2 billion people sort of qualifies as a dick move. ” - Guerrilla TH&B Project: Fighter 2 | Ships of the Naraka Empire | Ships of the Commonwealth of Solaris | ||
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| | #49 (permalink) |
| SFM Nugget Realname: Jim Join Date: Aug 2006 Age: 32
Posts: 90
| ok.. I know how to use blender... so thanks. But since 1 grid is allready large... I'll preffer to use 1 as 1km. Is I'll use 1 as 1m I wont be able to create a 3km high building... I think that Freak can confirm that that will be unworkable. But then again.. I'll download one of the models allready present for scale reference. Actually... I will give all my buildings a base of 300x300 so that scaling wont be ana issue when creating the city... |
| "Infinite Diversity in Infinite Combinations" current WIP: PAX-15 Phoenix | |
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| | #50 (permalink) |
| SFM Nugget Realname: Billy Bowers Join Date: May 2006 Location: Liverpool, UK Age: 46
Posts: 48
| This is a wonderful idea, and the more of you involved the better, it'll make the variation in the building styles make it look all the better, and as much as I'd like to help, I've had enough of working on cities after years on the Dystopia one. A couple of suggestions, first, decide on the amount of textures you will all use, otherwise you'll end up with 100's, a decision we at T-D had to make, we ended up with just 27 in the end, it doesn't sound like a lot, (we only used 3 window textures) but if you vary the scale and the diffuse it seems to work. (if you want to see the textures you can D/L the free versions of the blocks at DAZ 3D, and if anyone want's to use any them on this project they're welcome to, there's no need to even put credits up with them) Second, I'd definately decide on one export format, my preference would be OBJ, since I also tried using 3DS as well and it caused more problems than it solved, the main two being 1. all the polys had to be tripled and 2. it uses the old DOS character limitation of only allowing 8 letters/numbers for textures. And virtually all programs seem to have little problem importing OBJ format, it seems to keep it's texture & UV info intact, especially if you can export with an MTL file as well. Third, and this is probably a stupid one, but I'd decide on a folder set up for the models/textures, just to make things easier for yourselves and other folk who might D/L it in the future, that way there's less chance of the usual error messages "Can't locate: C:\My texture folder\wall-texture1.jpg" for one block then getting a second one trying to find another on drive F:\ Good luck with this. Cheers Billy I've posted a image to give you a vague idea of what we did, it's not very good to be honest, it was only really a test of an eco-system for Vue6I |
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