New Quality 3d Interiors for TGE
by David Mac · 03/08/2009 (5:13 pm) · 11 comments
I'm continuing to pump out some quality 3d interior content for TGE. As mentioned, my latest piece is a 2 story medieval style merchants shop. It features 2 ground level access points, ramped stairs (so if you have an unusually scaled avatar you don't have to worry about getting stuck), the doors, windows, and ceilings are all designed to accommodate a wide range of avatar designs. The model is skirted to sit well on uneven terrain.

Placeables to use with our interior content are currently under development.
This and other models for TGE are indie-priced and available via our online store at www.golemgraphics.net
Constructive feedback welcome!

Placeables to use with our interior content are currently under development.
This and other models for TGE are indie-priced and available via our online store at www.golemgraphics.net
Constructive feedback welcome!
About the author
#2
03/08/2009 (7:25 pm)
Nice work David.
#3
03/08/2009 (7:33 pm)
Looking good! I especially like the dirty looking plaster texture.
#4
03/08/2009 (9:29 pm)
Exactly what I was looking for!
#5
Other than that, it's looking very nice - and I also really like the texture work.
03/08/2009 (9:36 pm)
One criticism - the flat surfaces could use a little more detail, instead of having to rely on textures. Maybe some beams holding the walls and ceiling up, uneven floorboards, etc. Same goes for the shutters over the windows - their textures suggest rough wood, but they're flat as two very square pancakes. And holes such as doorways - make them a little uneven, or the things ends up looking like it's constructed from polygons. Which it is, but it's not supposed to be ;).Other than that, it's looking very nice - and I also really like the texture work.
#6
From Max
03/08/2009 (10:07 pm)
Looking great! I suggest set up a combo pack of a few buildings of this calibre like the TA Building Pack and look at selling on GG.com store!From Max
#7
03/09/2009 (3:59 am)
I can afford those prices! I'm looking for stuff mainly to be exported to 2D games, though. Hope you include some of that once you get started on creature/character packs.
#8
@Daniel, I completely agree! But, I am trying to keep the poly count down.
Any single mesh detail adds a minimum of 8 polys for a triangle, and 12 for a square. Just doing the decorative framing on the second floor kicked the polys for this model up by hundreds. So to draw the line on "physical" details was a technical call I made to favor allowing more content in sight without sacrificing frame rate. Also, since they are in .MAP/.DIF format, it is really temperamental about any thing that is not a box. Slanted doorways for example (Although I like the idea and might try working it in to future models to see how it looks).
In my earlier farm house model, I made 2 of the window shutters slanted. I had to do a number of tries to get that actually working in TGE because of the angle.

I hope to be able to convert these models for use with TGEA some time this summer. Well, they will probably work as-is with TGEA, what I mean by "convert" is, to add normal maps to them - Which will have the effect of creating the depth-of-surface detail I think you are looking for.
Addmittedly, the doorways on these models are kind of "blah". Some of my past clients have requested I don't detail the doorways so that they could bring in their own artist to create and animate functional DTS doors for them. So, I decided to continue to leave the doors as customizable openings. They are functional as-is, and yet still leave the developer room to come in and dress them up as they please.
@Maximillian, I would be happy to have my content featured in the GG store, I think they might be more interested in the collection once it has been set up with Normal Maps for TGEA though.
@Ronny, are you looking for 2d paralax type sprites? I'm not sure I would get into 2d texture sets for building interiors. I had done a bit of that pre 2000 :"> It's a different animal. I do have some software that will take 3d animated characters and spit out sprite sheets for them, so that's a doable leap. I need a few thousand dollars to finish setting up my Motion capture studio. That's the hold up with the characters. I want to have them available with a full selection of mo-cap animation sets that can shine along side any AAA game. I'm hoping the store can jump start me in that direction. Long term, we have planned regular theme releases to go along with our characters. Armor and clothing that mounts properly to your model 1st try without bringing in another artist to edit it for example ;D
Thanks everyone for your comments!
03/09/2009 (7:16 pm)
Thanks for your kind words and support folks!@Daniel, I completely agree! But, I am trying to keep the poly count down.
Any single mesh detail adds a minimum of 8 polys for a triangle, and 12 for a square. Just doing the decorative framing on the second floor kicked the polys for this model up by hundreds. So to draw the line on "physical" details was a technical call I made to favor allowing more content in sight without sacrificing frame rate. Also, since they are in .MAP/.DIF format, it is really temperamental about any thing that is not a box. Slanted doorways for example (Although I like the idea and might try working it in to future models to see how it looks).
In my earlier farm house model, I made 2 of the window shutters slanted. I had to do a number of tries to get that actually working in TGE because of the angle.

I hope to be able to convert these models for use with TGEA some time this summer. Well, they will probably work as-is with TGEA, what I mean by "convert" is, to add normal maps to them - Which will have the effect of creating the depth-of-surface detail I think you are looking for.
Addmittedly, the doorways on these models are kind of "blah". Some of my past clients have requested I don't detail the doorways so that they could bring in their own artist to create and animate functional DTS doors for them. So, I decided to continue to leave the doors as customizable openings. They are functional as-is, and yet still leave the developer room to come in and dress them up as they please.
@Maximillian, I would be happy to have my content featured in the GG store, I think they might be more interested in the collection once it has been set up with Normal Maps for TGEA though.
@Ronny, are you looking for 2d paralax type sprites? I'm not sure I would get into 2d texture sets for building interiors. I had done a bit of that pre 2000 :"> It's a different animal. I do have some software that will take 3d animated characters and spit out sprite sheets for them, so that's a doable leap. I need a few thousand dollars to finish setting up my Motion capture studio. That's the hold up with the characters. I want to have them available with a full selection of mo-cap animation sets that can shine along side any AAA game. I'm hoping the store can jump start me in that direction. Long term, we have planned regular theme releases to go along with our characters. Armor and clothing that mounts properly to your model 1st try without bringing in another artist to edit it for example ;D
Thanks everyone for your comments!
#9
But the alternative is for me to just buy something cheap like Houdini and learn the bare essentials needed to make the most use of models I buy.
03/09/2009 (7:20 pm)
I'm actually just looking for DTS format models so that I can plug them into TGB projects without having to use a 3D program. That would also mean a lower polycount version available for that use ;)But the alternative is for me to just buy something cheap like Houdini and learn the bare essentials needed to make the most use of models I buy.
#10
Converting these to DTS is fairly easy. Setting up proper DTS collision meshes for a hollow mesh with multiple openings... I'm thinking "Messy". If there was a demand, I would be happy to release these as DTS for use with RTS and the like, but with the doors blocked up and the insides gutted ;] - Just exteriors.
03/09/2009 (7:50 pm)
I personally don't get along well with the folks at Houdini. I looked into getting it at one point a few years ago and had a pretty terrible experience with them. Horrid customer service. I would suggest downloading the free version of XSI and upgrading the same as you would with Houdini when you go commercial, it saves you the $99 and XSI is a fantastic, full powered, user friendly application as far as 3d goes.Converting these to DTS is fairly easy. Setting up proper DTS collision meshes for a hollow mesh with multiple openings... I'm thinking "Messy". If there was a demand, I would be happy to release these as DTS for use with RTS and the like, but with the doors blocked up and the insides gutted ;] - Just exteriors.
#11
If you do decide to release DTSes, we will find ways to make use of them. If not, well, I'm sure I can find some software if I need to buy any of that cool stuff you make.
(Budget is always an issue, so maybe I have to learn to model. Boo!)
Keeping an eye on the Golem Graphics site for new models, anyway. Looking great so far :)
03/09/2009 (7:54 pm)
I don't think there's XSI for Mac, so that's out of the question :/If you do decide to release DTSes, we will find ways to make use of them. If not, well, I'm sure I can find some software if I need to buy any of that cool stuff you make.
(Budget is always an issue, so maybe I have to learn to model. Boo!)
Keeping an eye on the Golem Graphics site for new models, anyway. Looking great so far :)
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