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Post by Dave on Nov 17, 2009 8:17:35 GMT -9
I had a thought about the stairs: I noticed the little blocks you use to allow a miniature to stand on the staircase. Have you thought about leaving the stair risers (the vertical part) open? That way you could just "slot" the base of the miniature into the open riser and the geometry would hold it in place. Does that make sense? That's a good idea. I've just given that some thought, and it wouldn't be terribly hard to design or build. I already have a good idea of how to do it. For this current model, I rather like the look of a 'solid' staircase, since it's consistent with the blocky, armored appearance of the whole structure. But you can be pretty sure that you'll see those sorts of stairs from me eventually, for both medieval and futuristic models.
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Post by Dave on Nov 24, 2009 19:33:56 GMT -9
Here's the first peek at the finished design, showing the ground level with the upper deck removed. Each of the large sections of this model come in 3 color schemes (gray metal, desert brown or jungle green). Here, I've used gray pillars and columns, and used some of the layer options to mix gray and jungle elements on the stairs and footprint. I've used the jungle coloration for the walls, and chosen gray shutters and doors. In total, there are 5 different types of long walls to choose from, and 4 types of short walls, so that you choose the number of windows and doors. The triangular columns can be positioned to be wide at the top or wide at the bottom, and all of the shutters and doors open and close.  Next, I'm going to do another version of this model using a different color scheme to show off the desert brown texture options, and it'll include the upper deck pieces so you can see the complete model. I'll also use triangular columns that are wide at the bottom. (I actually haven't seen how those will look on a finished model yet!) I'm right on track to have this model available for download this coming weekend. Feels like I've been working on this forever!
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Post by Dave on Nov 24, 2009 23:29:51 GMT -9
And the full model, with desert brown textures (for the most part). It includes the upper deck pieces in place, and side columns that are wide at the bottom, for a little different look but I think it works really well. Now it's off to InDesign for the PDF layouts and instructions pages. 
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Post by Adam Souza on Nov 25, 2009 7:03:12 GMT -9
Dave that looks simply amazing.
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If you were to patch the hole in the ceiling and remove the staircase, that shell, with an appropraite retexturing, would make a great conveninece store, or resturaunt, for modern gaming.
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Post by Floyd on Nov 25, 2009 11:10:55 GMT -9
I like the simple yet effective geometry your using. The detail work compliments it well. The extra bulgy bits on the structural columns lend to the feel of a complex, real working facility.
I look forward to its release... I'd really like a shot at custom texturing it(for myself). Lots of grunge, weathering and maybe some battle damage.
As always Dave, nice work on your buildings structures.
~F
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Post by kane on Nov 26, 2009 22:57:56 GMT -9
Does indeed look great, but I would love to see more grunge grime and wear on it!
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Post by jabbro on Nov 28, 2009 11:50:35 GMT -9
You did a great job texturing this one. I like it a lot better than the previous two sci fi models, and that is not just becayse of the 3D detailing inside and out. 
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Post by Dave on Nov 29, 2009 21:32:13 GMT -9
I was planning to take the day off, but I decided I'd take another stab at the textures on the Observation Tower. I'm just calling the new model Observation Tower Version #2. I've eliminated the "gradient" textures that seemed to be a turn-off to some folks, and replaced them with flatter-looking surfaces. Most of the details are left in place. I've added lots of chipped paint layers if you really want to turn up the weathering effects.
There are two versions of the walls, each allowing you to mix-and-match different color schemes. The "A" version includes gray, desert and jungle textures. The "B" version includes gray, arctic and gunmetal textures.
The structural changes are significant. I've changed the roof so that it's flush with the walls, eliminating the overhang. All of the gunports are now 3D elements and I've added triangular support columns on the bottom layer. These should help to break up the rather boxy appearance of the earlier model, and the columns will provide some cover for soldiers on foot.
If I don't run out of steam, I'll have some images to show off later tonight.
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