XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Environment building

10-20-2005, 02:49 AM
Here is the final version of the first part of a building complex i made for my HL2 mod www.off-limits.be . There should be around three models in the end, maybe more. This so they can be used as seperate models for the mappers, and don't only match this building. In the end it should be a cement company, this is the concrete silo with the office building attached.

Crits are welcome.



map preview:


- Wesley

10-20-2005, 05:28 AM
What res is the map? Can you post the wireframe please?

Anyway, actual geometry looks okay, although very simple for HL2? In all honesty, the texture needs work. The grey cement is repeditive and very boring. The overall texture is very flat and lacks contrast or definition, for example, the windows look like they are simply copy/pasted onto the wall and have the appearance of being flush with the fall.

Keep at it though.

10-20-2005, 09:11 AM
thx for the comments,
Ingame you wont see the repeating textures as much as on a render.
About the windows, i did model them into the wall aswell, but it's hard to see on the render, i'll try and update that a bit so it looks better. About the whole thing being flat, as i said it's a first model of multiple models, i'm am starting the machines, and other parts today. It wont be as boring when it's completed (i hope). And most building silo's are made of concrete and are actually boring in real life :scream:

I'll post when the 2nd model is done.

- Wesley

10-20-2005, 10:22 AM
Good start, but I have to agree with SammyB here on this one, very simple for HL2! Mastahful's stuff for the same mod is brilliant, should get some advice from him.
My advice to you though, is get a tonne of reference art! Heaps of photographers love taking pictures of old buildings, or even head out with a digital camera and take same pictures of factories and warehouses.
Keep up the good work!

10-20-2005, 12:09 PM
thx for the comments,
Ingame you wont see the repeating textures as much as on a render.
About the windows, i did model them into the wall aswell, but it's hard to see on the render, i'll try and update that a bit so it looks better. About the whole thing being flat, as i said it's a first model of multiple models, i'm am starting the machines, and other parts today. It wont be as boring when it's completed (i hope). And most building silo's are made of concrete and are actually boring in real life :scream:

I'll post when the 2nd model is done.

- Wesley

Okay I understand what your saying and await further updates. However, remember that games are not real life. :wise:

10-20-2005, 01:13 PM
thx for the comments,

i know it's a simple model still, but i said it's the first model of a set, the machines and more details will be added in the next model.

btw xEmilx: i have almost 25 gig of textures and i have been working for a construction company for 10 years, who makes factorys like this, so i know how they look like and what or what not to do with it. I'm planning to go realistic with this scene, because i always liked games that lean to a more realistic setting.

- wesley

Wayne Adams
10-20-2005, 01:22 PM
Simplistic is often the best route. An ingame shot closer to the building would allow us to really judge how well this is going to come off. As for me, I really dig the UV layout. Pretty packed. Thats great. At the moment this is a good structure and model. Looking forward to an ingame screenie. ;)

10-20-2005, 09:15 PM
Nice building. I don't think its too simple for hl2. I assume its a building for the 3d skybox? so the players will not see it from upclose.

That the concrete repeats isnt really a problem. He saves pixels that he uses for a higher pixel resolution of the walls. Would he map the building with brushes and aply a normal maptexture it would repeat too.

A blurry skin would be rather noticed by the player then the repeating concrete imo.

10-20-2005, 10:25 PM
I also think, that the repeating texture would'nt be a problem. I like the building and i think it's good for leveldesign, to have 3 kinds of this buildings.
Like allready said, it would be great to see the building ingame, so that you can see the resolution and the lightning.
Maybe the blue steel is a bit to heavy. I mean to weight. it catch my eyes...at the moment, the texture looks a bit dark, too, but maybe the light ingame solve that.
Maybe you could let the roof stay a little bit over the wall, that brings a lot and only some more polys.
Maybe the tubes for the rain are to much repeated, i think one part could be longer without a problem. You have the repeating allready in the texture and you could delete some there.
hope to be helpfull

10-21-2005, 11:20 PM
Thanks for the comments, i'm totally on the same page with Steppenwolf.
When you will walk beside the building (and no it's not a 3Dskybox model) you will see the textures in a much better quality then when i were to texture the whole building in one part. And you wont see the repeating of the textures ones most of the props are in place and the other models (the machines) are placed next to the currect building.
Once the building is complete and the machines are in place i will put it ingame and show renders for sure. But first i need to get it finished :p

I will try and fix the blue color on the building, the frame, you are correct, it looks a bit off :/

Here are some small updates, added some props + started to add the details to the building.



- Wesley

10-22-2005, 01:06 AM
Simply lightening the texture has made a world of difference! Props are looking good so far, keep it up.

10-22-2005, 04:31 PM

First off great work and a great building. I did have a question are your textures a mixture of handpainted and reference pics or are they all handpainted. Just curious as to the detail of them look great, just trying to get better at texturing myself (Game Wise and Non-Game Wise)

Chris Youngblood

10-22-2005, 04:35 PM
SammyB: yea, it does look better with the new lighting, thanks for pointing it out.

cay030: I use a mixture of phototextures and hand painted yes. Most are phototextured.

10-22-2005, 04:39 PM

Thanks for the reply, and keep up the great work.

Chris Y

10-24-2005, 12:51 AM
2nd model is done, adding some details to the building.
Next step is to make the machines that run the factory.
There are still some area's to tweak, but i will do that once the whole scene is complete, will be easier when i'll have a whole view of the factory.



map preview:

Crit away!

- Wesley

10-24-2005, 03:09 AM
Very nice results! One thing I wonder of by looking at your texture map, are all the objects also combined as one or are they separate and they simply use the same UV map and texture file?

I was wondering how to have multiple objects use the same UV map yet each objects be separate from one another? If that is the case of course.

10-24-2005, 07:53 AM
Thanks Phil, yes, they are one model and all attached as part of this building.
But i can make the parts seperate if needed for mapping later on. And the bigger parts i'm modeling for this scene will always be a seperate model, so we can use it as props. Like the fuel tank on the side of the building (still need to texture it) will be seperate and i plan to model a bulldozer aswell (one without an engine/rear wheels) also as a prop.

10-24-2005, 08:25 AM
Good update, just noticed the texture on the rolling door looks a little dull. Possibly because you've applied the same 'noise' as to the concrete, so it currently looks more like concrete than metal, if you get me. And it seems to tile pretty badly as well.

Keep going, it's getting better every update.

10-25-2005, 04:59 PM
Modeling the 1st machines is done, so far everything of the building is still below 5000 triangles (building + details + conveyor belts).




- Wesley

10-26-2005, 01:04 AM
I saw alot of your models show up on ModDB. amazing texture work. only thing that made the forclift look, how can i put this, not real? was the seat. Honestly it was perfectly real aside from the visible polygons on the seat.

And this is just getting better and better. Cant wait to see more from this mod.

10-26-2005, 02:19 AM
The forklift was my first vehicle, i didn't know the trianglecount back then for hl2. It's only 3809 triangles. I might give the model some updates some day, you are correct that the seat lacks polies, and they are vital since it's most viewable by the player. I'll put it on my to-fix list :p

How is Hull breach coming along ? Been keeping an eye out on you guys aswell. Any release plans made yet ?

11-03-2005, 02:01 AM
Still need to fix some brightness parts on the conveyor belt and some parts left to texture and add a dirtmap, but the end is in sight.. finally.


- Wesley

11-03-2005, 06:20 AM
Yeah im digging it, can't wait to see it finished.

11-03-2005, 08:27 AM
Good job so far Simon. :buttrock:

I like it much, have the atmosphere. Only I can suggest more things on the texture like, scratches or dirt on the edges.

Keep it up.

11-03-2005, 01:03 PM
Hey man it looks good, the only thing bothering me is that the textures seem a little too noisy, but its nothing big...good work

11-03-2005, 01:07 PM
yeah that graininess had been bothering me a little too. try masking and motion blurring some of the areas to get that water damaged look. also just a little un-contrast masking might do well aswell

11-03-2005, 01:11 PM
i wanna see a close up of your forklift and the petrol pumps :D

11-03-2005, 02:37 PM
thx for the comments, i'll try that blur effect a bit, about the noise, it's ment to be placed in our mod (post-apocalyptic) and the map in which it will be placed in will have a dust cloud all over it, so i wanted it to be dirty. And cement factory's are pretty damn dirty to begin with :)

ninjacore, close ups of most my work can be found on my website www.wesleytack.com
here are the close ups you wanted:




- Wesley

11-03-2005, 02:59 PM
thats a quality fork lift.

11-03-2005, 06:41 PM
Almost done with it:


- Wesley

11-04-2005, 02:47 AM
conveyor belt is done, fixed some of the repeating textures aswell.



- Wesley

11-04-2005, 01:38 PM
ah cool thanks for those renders. your props are exellent ! really good texturing . looks like a lot of time has been invested in those.

well done :buttrock:

11-06-2005, 03:08 AM
I edited the building a lot, fixed the roof gutters, silo walls, and made everything less "pavel". Here are the final in-game shots:










Thanks for all the comments, i tried fixing all your needs :)

- Wesley

11-06-2005, 05:40 AM
And here are the final high-rez renders:



6.30 am, need sleep :/

- Wesley

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