NEW STRUCTURE MODELS

Improving the artwork in Warzone2100 - not for mod discussions
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Olrox
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Re: NEW STRUCTURE MODELS

Post by Olrox »

whippersnapper wrote:(A lot of things)
O_O <insert your hidden text here>
Seriously, I didn't quite get what you've said. I'm brazillian, I do know a bit of english, but only enough to express nearly 10% of my ideas. Should I feel like a scavenger that faces a Twin Assault Cannon Hydra Vengeance Tracks? :D
But I appreciate you like my work, and also appreciate that you care to say what you think.
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Zarel
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Re: NEW STRUCTURE MODELS

Post by Zarel »

Olrox wrote:
whippersnapper wrote:(A lot of things)
O_O <insert your hidden text here>
Seriously, I didn't quite get what you've said. I'm brazillian, I do know a bit of english, but only enough to express nearly 10% of my ideas. Should I feel like a scavenger that faces a Twin Assault Cannon Hydra Vengeance Tracks? :D
But I appreciate you like my work, and also appreciate that you care to say what you think.
Hey, Twin Assault Cannon is anti-tank, and you're infantry. Just be glad you're not facing an anti-personnel weapon like Plasma Cannon. :P
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whippersnapper
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Re: NEW STRUCTURE MODELS

Post by whippersnapper »

@ Olrox: yo soy de puertoricqueno y tengo fluidez en castellano. podríamos hablar en español si lo desea. si te gusta lo que estás haciendo entonces nada más es tan importante. pero hay código de cuestiones que no han sido plenamente discutido en este foro cada vez que creo que son muy importantes para entender como usted invertir su talento y esfuerzo.

@ Zarel: i sounded more harsh than i am or feel. i don't want to high-jack olrox's thread.... so i will create a new thread called "the elephant in the room" later today after the football game i am watching is over and try my best to answer the key points-questions you raised that i should make clearer, in all fairness and honesty.

--->EDIT @ zarel: started the response but will have to complete & post tomorrow. team lost and i had a few to drink after with the blokes at the local pub. too woosey now to do anything but go to sleep. just wanted to assure i intend on keeping my word & am in no way chumping out.
Last edited by whippersnapper on 13 Oct 2008, 06:08, edited 1 time in total.
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Olrox
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Re: :.:.:.:A FUNDAMENTAL QUESTION:.:.:.:

Post by Olrox »

fisk0 wrote:I think II is the most appropriate for the game, but I'd like to make a small suggestion for the style as well - I think your research labs looked a bit too elaborate - the original models had a simpler feel to them, not only because of technology limitations of the time, but because I think they are not meant to look like the kind of buildings you take years to construct and who are supposed to stand there for all eternity - but rather as fortified, somewhat bunker like buildings that are constructed in a short time and are only meant for a temporary military base, which is to be deconstructed again once the war is over or the front lines have moved on to another location. the glass covered skyscraper things with that little park and tree in front of it just looked too complicated (as well as not fitting too well in the post-apocalyptic setting). It looked more like the kind of building a super power constructs in one of their cities to impress their citizens rather than something you mass produce for your military bases and whose purpose is primary military.
That was exactly what I've began to think now. And I also think any base in WZ2100 would look much better with rugged structures with thick walls rather than high-tech stuff. I'll remake the models according to the layout "II":
Structures with thin, vertical windows, very few or no glass at all. Angled outside walls to deviate bullets at some desirable degree, and somewhat below ground level, to offer additional protection provenient from soil. Then, every building would be ventilated by vertically-oriented ducts, because of the lack of windows.

::Follows the boring part of the post::

And please, Zarel, be a bit more... caring. Everyone that plays WZ2100 should get heard about their preferences. It's very interesting to get advice from people who knows how to deal with human-machine interfaces, but all the aspects of the models should be balanced. I'm not trying to make you feel awkward and never tried to. I don't even know if those models will have any use in the game, so nobody here can say what is right or wrong. I'm doing this to spend my free time in a way I can earn experience.

And I'm mighty tired of long posts and squabbles :-S
Let's not loose the focus! I'll consider that people prefer the second style and will remake both models.
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Re: :.:.:.:A FUNDAMENTAL QUESTION:.:.:.:

Post by Zarel »

Olrox wrote:And please, Zarel, be a bit more... caring. Everyone that plays WZ2100 should get heard about their preferences. It's very interesting to get advice from people who knows how to deal with human-machine interfaces, but all the aspects of the models should be balanced. I'm not trying to make you feel awkward and never tried to. I don't even know if those models will have any use in the game, so nobody here can say what is right or wrong. I'm doing this to spend my free time in a way I can earn experience.
...? Are we misinterpreting something? o_O I never said everyone shouldn't get heard, or that the aspects shouldn't be balanced, or that I felt awkward, did I? I agree with everything you've said (and always have), so I think one of us is misunderstanding what the other is saying...
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Re: NEW STRUCTURE MODELS

Post by elio »

I don't even know if those models will have any use in the game, so nobody here can say what is right or wrong. I'm doing this to spend my free time in a way I can earn experience.
you can always distribute your entire work as a mod (i will do it so at first)
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Olrox
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Re: NEW STRUCTURE MODELS

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Well, I've united some flickers of inspiration and made an all-new model, based on the ideas that our caring community gave.

As I've said, the new style promises tough-looking buildings, that don't look quite as they were specifically made for their purpose: Old, military, fortified structures which were occupied after the holocaust by people with far too few resources, and then were multiplied in large scale due to lack of new projects (or mainly people who know how to do them). Also, focusing more on underground appeal, the structures I pretend to design from now on would have more derelict appearance and less high-tec. Windows will be narrow and deep, with very few or no visible glass, and the structures will deny good look in exchange for strength and ruggedness.
Hope you like those, and if not, say it, by all means possible (and why, no "that's kinda looking somewhat sort of weird", please :D ).

Expose your Opinion! You'll be heard.
If not wanting to do so in the topic, feel free to send me PM's.
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Olrox
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Re: NEW STRUCTURE MODELS

Post by Olrox »

This is the new factory model, version 2.1. The facility will be considered mainly underground, being the ground-level destinated to assembly and finishing. The chimneys have stayed, and I'll add ventilation fans at the top of the building, later. The red parts are meant to be team-colored, and "F1, F2 and F3" text will be added later.
Opinions?
New Factory Model version 2.1
New Factory Model version 2.1
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Re: NEW STRUCTURE MODELS

Post by fisk0 »

Olrox wrote:This is the new factory model, version 2.1. The facility will be considered mainly underground, being the ground-level destinated to assembly and finishing. The chimneys have stayed, and I'll add ventilation fans at the top of the building, later. The red parts are meant to be team-colored, and "F1, F2 and F3" text will be added later.
Opinions?
factory2.1.jpg
Yeah, that definately has a military base feel to it, just the kind of structure you might see by the side off an airstrip and some huge gate at the side of a mountain. :)
I don't know what the polygon limits are, but I think it would look good if the F2 additional roof part and F3 thing where a bit more sloped/leaning, like the F1 base structure is - so they keep that / \ shape. The top things on the chimneys look a bit strange too, at first glance they rather look like watchtowers more than chimneys, but that might just be me. I like them tall and open. But of course, that might not be good military standards when I think of it.
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Re: NEW STRUCTURE MODELS

Post by MetalBeast »

Sorry do not like this concept.
It is not about your modelling job, this is GREAT!,

But, this factory looks not "big" enough for building tanks inside of it.

It has the Military "feel", like fisk0 wrote, but NOT the factory "feel", as it should.

You have to keep in mind, what "function" the building has, which you are designing.

For factory, it should have enough space inside for :
- materials
- workers / factory-robots
- the stuff which is to be builded (tanks, trucks, etc)

At least you have understood the "simple logic" principle :)

Use google search for reference pictures, start with "tank" "factory", etc. you will find many reference-material.

What I want to say is, factories are "big" and "simple" Buildings with much space inside:
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Olrox
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Re: NEW STRUCTURE MODELS

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Olrox wrote:The facility will be considered mainly underground, being the ground-level destinated to assembly and finishing.
Well, I meant exactly that: the structure itself has 2 floors that we can't see, they're underground so the equipment isn't exposed to fire. The floor you see currently is for assembly of the tanks, after the parts are manufactured. The additional floor on F3 could be an expansion of storage space, or some electronic components manufacturing area.
Also, only the expansion on F3 should be aproximately equal to a cyborg factory size. The building is big, remember it's a 3x3 area, and most of the ground space is occupied. If I put walls more vertically, the trapezoidal aspect of the structure could be prejudiced.
Also, the acclaimed style itself was of die hard buildings, like they could be deployed anywhere without having to fortify the entire place not to expose the building. Warehouses on military bases are fragile points wich must be guarded. Or they are fortified and underground.
If I satisfy your demand, I deny fisk0's one, and if I deny fisk0's one, I deny the style itself.
I need a third opinion on this, so I decide wether to change the aspect or not.
ok :) ?
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Re: NEW STRUCTURE MODELS

Post by MetalBeast »

Ok, I think the problem with your last concept is the door/gate.
It is too big in comparison to the rest of the building.
This let the building look "small"

The other thing is, it is hard to say anything about the concept,
if you haven't any possibility to see it ingame or in compare with the older buildings.

So we can just judge only about the "style" and the "proportions".
Mabe you should place always at least one tank-unit near the building,
so we can see the scale. Just my 5 cent :D
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Olrox
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Re: NEW STRUCTURE MODELS

Post by Olrox »

Ok, I'll post the models along with a tank unit, for comparison, as soon as I get my hands on a decent windows compiler. So I can get the .3ds->Pie converter working and get those units out of the game. (if any kind soul have the converter working and send me a .3ds model of a scourge python tracks, I would be really grateful :D )
Another thing that makes judging harder is the texture, because many details will depend on them.
I've made the gate like that so I would not have problems with its "flattened hexagon" shape. the gate itself would be rectangular, a part of the flattened hex shape, I'll do a new model tomorrow to clear things up (I can add some details that would normally go on textures by imprinting solids with faces, but it is somewhat hard an only useful in the current stage, wich is when we determine how the building's layout will be).
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Re: NEW STRUCTURE MODELS

Post by elio »

i've this here (made for the interface)

it's kind of guessing to pick the right pie, so it takes a bit long to make another one. anyway i'll compose one for you if you wish
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Olrox
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Re: NEW STRUCTURE MODELS

Post by Olrox »

elio wrote:i've this here (made for the interface)
it's kind of guessing to pick the right pie, so it takes a bit long to make another one. anyway i'll compose one for you if you wish
Thank you very much, elio. :D
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