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Old 08-01-2007, 10:04 AM   #21 (permalink)
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Well... I was looking at Wesley's Dock Crane and it looks like it can be done with a decent amount of tris and with a small texture space... even if it's just a prop... or something that you can use... like the Crane from HL2. Since the geometry is pretty repetitive all I need is a volunteer to unwrap something like this
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Old 08-01-2007, 10:29 AM   #22 (permalink)
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Haha, you're going to model the largest vehichle on the face of the earth? Ouch :P

The thing's so big it should probably be treated like an entire level unto itself.
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Old 08-01-2007, 10:56 AM   #23 (permalink)
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Wow, that thing is massive. You're right tho, if you are smart you can get away with alot of the parts sharing uv space.

This is gonna be real interesting to watch!
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Old 08-01-2007, 11:19 AM   #24 (permalink)
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Love the new roof on the clocktower, big improvement (compared to the one i saw in another thread).

The crane, hmm. Even trying to model this would deserve a medal . I know Xoliul loves this kind of machines. he has an url to a site loaded with images of them. If you plan to make one, might be a good idea to ask him about it.
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Old 08-01-2007, 11:38 AM   #25 (permalink)
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Wes's crane is nothing like that though if your going to make a detailed model ugh uving all those beams and pipes hehe well have fun keep us posted
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Old 08-01-2007, 02:52 PM   #26 (permalink)
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Dang that clock tower looks good with the texture ! I got nothing else to say.
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Old 08-01-2007, 05:04 PM   #27 (permalink)
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Oh yeah, new texture's looking good, man. Totally missed that post, heh.

Those bricks looks pretty huge, though :x
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Old 08-01-2007, 07:17 PM   #28 (permalink)
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If you just modeled the damn thing it would be impressive.
The "arm", I'd make it into segments, which you repeat after each others. They would all have exactly the same texture, but it would atleast make it do-able without a billion texturesheets. Maybe you can just do 2 variations of it (plus the special parts on the arm), to break the repeating look.

I think your best chance, would be to make segments and such that you put in place, like beam squares, stairs\walkways, tracks etc. and then the mainbody as 1 and wires and such.

Hahaha good luck, you'll need it
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Old 08-01-2007, 08:28 PM   #29 (permalink)
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Andrei: I'm checking out your clock tower and I really like the model alot. Some crits I would have are first, I cant get a good feel for the scale of this thing, not sure how big its supposed to be. The second is that the brick texture seems too large, if all the bricks were half the size i think it would look more realistic. I'm judging the scale based on the brick size. The bricks on the steps are supposed to be the same bricks at the top of the steps? If they are you can see the obvious size difference. Otherwise the roof is especially sweet. Great job.
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Old 08-02-2007, 12:40 AM   #30 (permalink)
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Thanks for the comments guys.
The Clock Tower is not really that big... it would be something you find in a park, and kids could easily climb in the middle of it there. So all the bottom brick part is like 1.5m (which would make it 1.2-1.3 without the stairs) Now... the stairs are not really realistic stairs cause you could step from the first one to the last one without any problems... they are there just to make it look better. I tried to keep it small with this one Since I started this I'll keep going with another SMC model (the Lighthouse form #5) and this time I'll go for big, let's hope I'll do something decent
As for the Bagger 288 I'm pretty sure I'll give it a try. I thought about it a little and I want to make look good when you look at the whole thing but also have some nice close-ups. So I'm handling it as a single player level where you have a linear route from the stairs you climb on this to the control room, and back on the same route... no need to overcomplicated things. The parts around this route will be detailed enough to make the model look very complex but the rest (that parts that are too far to get close to) will be very optimized. I think I can handle the polycount because something like this could be a huge part of a level, the problem will be with the texture space. I'll start next week... if I find out it's impossible, I'll stop... if it's doable... I'll do my best to finish it as fast as I can. I'm giving it 2 weeks to complete We'll see next week I guess.
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