Game Development Community

United Conflict, Building 1

by Duncan Bell · 12/09/2008 (1:35 pm) · 4 comments

Oki Doki...

Well I have been messing around with constructor, and I have sort of noobed my way around to create the first building we are going to use for United Conflict. All the textures have been taken from the TGE demo, so I still need to replace and fix the sizes etc.

www.freewebs.com/unitedconflict/Emailed/1.JPG
www.freewebs.com/unitedconflict/Emailed/2.JPG
www.freewebs.com/unitedconflict/Emailed/3.JPG
www.freewebs.com/unitedconflict/Emailed/4.JPG
www.freewebs.com/unitedconflict/Emailed/5.JPG
www.freewebs.com/unitedconflict/Emailed/6.JPG
www.freewebs.com/unitedconflict/Emailed/7.JPG
www.freewebs.com/unitedconflict/Emailed/8.JPG
Not bad for a first attempt...

#1
12/09/2008 (9:56 pm)
No comments :(?
#2
12/09/2008 (10:51 pm)
I remember my first Constructor building.. actually it wasnt a building at all.. it was a space craft...

i144.photobucket.com/albums/r183/racs333/shuttlestep6.jpgthen worked my way up to
i144.photobucket.com/albums/r183/racs333/zuescarrier1.jpgand then to some of my lastest stuff...
i144.photobucket.com/albums/r183/racs333/castleproto7.jpg
Some stuff to add in as a note.
add some DTS windows.
Add a sidewalk around your bottom, most apartments even burnt out ones, have a sidewalk and maybe a patio out back.. maybe add a parking lot as well to the model, its easy to add and adds t your enviroment all in one swoop. and here is a fun one.. the entrance.. you need to emphasis your entrance.. I could suggest either putting a door thats been knocked off its hinges on the floor or maybe picking up a door pack and building around that.. give you a new level of detail. but the small details will make your model pop, another one is at the bottom of your windows add a brick row/sash sticking out... just a small one..check out any other stone/brick building you will see thesame thing..
#3
12/10/2008 (6:14 am)
@Edward: The design of your city in the bottom picture reminds me of Keshetta from AoC.
#4
12/10/2008 (10:47 am)
@Duncan

It looks like it could stand for some texturing work. As it stands, the cinderblock texure works if the building is still under construction, but if it's an old building, then consider mixing in some other textures to break it up. For me, a single texure repeated across the entire surface generally gets noisy when patterns start showing up. Again, the cinderblock texture works if it intended to be a new un-finished building. For the roof, I'd chose a different texture to break up the greys a bit. See if you can find a dark grey or black texture to represent a petrolium-based roof or even a pebbles texure with the contrast tweaked a bit to make it look like a tar-and-pebble roof treatment. Anything to break up the grey. I'd look for a galvanized metal texture for the HVAC units.

Also, the concrete balconies look a bit washed out. Sticking with the concrete texure is fine, but I'd break em up by using a wood or painted texture on the posts/supports between the balconies. Changing to a less-grey texture may help break up grey washing a bit too.

Consider a different texture for the floor of the balconies instead of carrying the interior texture outside.

Also consider the flow of your game. In a death-match type game, realistic building layouts rarely work, but in a tactical game they work out fine. So if you are going tactical, stick to it. If you want to have a more deathmatch feel, break the flow up by knocking holes in walls and putting obsticles through the normal flow paths. Think Left 4 Dead or Fallout 3. Neither are really deathmatch games, but the architecture of the buildings allows for having the appearance of standard buildings, but the flow has been changed with aesthetic components blocking the normal paths and opening new ones.