Moved from liaison post to forum for jonathan.

Terrain assets

Below are a list of ideas

 

 

Insperations/ideas

Tree I want to look like  https://www.turbosquid.com/3d-models/3d-model-tree-acacia-plant/806485

https://www.turbosquid.com/3d-models/max-acacia-tree/806753

 

 

 

Foliage

Trees.   S/M/L  (in progress.  Research complete production will start soon.)

Bush.  S/M/L  (No research done but will use the same process as tree.  Production will start soon.)

Grass.  S/M/L  (No research necessary excepts for quality.  Wont take more than 30 minutes.  For prototype minimal effort will go into this asset.  Production will start soon.)

 

Flowers.  (Unnecessary for prototype.  Asset will remain on hold. )

 

 

Natural rocks/terrain

 

Insperations/ideas

Rock formation example https://www.turbosquid.com/3d-models/scan-rock-3d-model/894669

https://www.turbosquid.com/3d-models/3d-model-stone-forest-15-pack/1009583

 

pebbles examples https://www.turbosquid.com/3d-models/3d-model-stone-forest-15-pack/1009583

 

Rocks S/M/L  (researching this one still.  Im going to scult most rocks and bake a high poly texture onto a low poly asset.  Wont start progress on this until trees are finished.  Possible that when my research is finished I will have many many rock assets to use.  Will update info when I can)

 

Pebbles (refer to above)

Natural terrain  (Rocks/cliff faces/spikes/ natural occurring terrain.  Not necessary for prototype.)

 

 

At the moment the work that i have been/will be doing on these assets will be basic.  First off we only need them for functionality and to keep the land from being bare.  I will be doing my best to create textures in GIMP/PS.  I just got rid of my tablet so well see how that works.  I will also do my best to get any textures i can for free mostly for the rocks.  But i can probably do a pretty good job getting a rough basic texture made for most assets.  

 

These will all be done in low poly.  And very basic.  I will add variation when i can but will try to reuse as much as i can so to keep time/ and reasorces spent to a minimum.  Ive already started reasearch on UV mapping as even though its slightly unnecessary i do want all of our assets to be identifiable and its a good opportunity for me to learn and practice these things for the future.  

 

As right now this is just a rough list so please if anyone has anything to add/alter please let me know.  As well as any feedback would be appreciative.  



Thanks,
James Fleming
Facebook

What about building like village type thing one might run across the local community while blowing each other up.

Thanks,
James Fleming
Facebook

Oh okay kinda like allot of the fighting thats going on in the middle east right now?  Where they are fighting in and around villages?  

Yea i think if we can get one or two urban area would be good.

Thanks,
James Fleming
Facebook

Okay so aside from it being a weird awkward photo i was thinking something like this?  Models of an urban area or ruins that units can pass through?   

If your confused the green is grass and the brown are  "buildings"    Im a fan of asymmetrical/symmetrical (is that a thing?   Ill make it a thing.)  design so probably two "different" urban areas on both sides of the map



It looks like a good start however we want some open area as well for large scale battles.  I would say we want the urban area to be a lot smaller then the open battlefield.  Off of what I have seen I was thinking about 40 miles square area?

Thanks,
James Fleming
Facebook



Sorry dont mean to bombard the forum but if we are going to do that then we might as well throw some low poly vehicles in there as well?

Yes I agree i like the one below.



Thanks,
James Fleming
Facebook

Okay we will go with that.  For the houses im going to go low low poly.


heres an example of my solution.  Its going to be low poly.  These will not be final assets as they are going to be used in the prototype but I will make sure they are textured and identifiable.  If you agree ill go foward with this

Looks good enough for prototyping.

Thanks,
James Fleming
Facebook

Okay at this time I will have a tree model and a house model I will start production on.  Ill post results and progress here?  I originally planed on just keeping everything to myself until it was finished would you like me to do that?  Or just log some screenshots here to keep you updated?  

No lets get agenda for each of them so we can keep track of how long it takes etc.

So you need one tree and one house agenda right?

Thanks,
James Fleming
Facebook

Yes ive already started work on the tree and all that needs to be done with that is to be created.  I dont think its necessary to create a whole bunch of individual ones for now but we could scale/alter one model to create variation.  

 

This house will be simple as well and Im thinking three maybe four variations will do just fine as well.

 

It is vital to the terrain we get rocks and grass in there as well or the whole thing will just fall flat.  However do you think its necessary for the prototype?  Unless its for a tech reason i dont think so.  Im not to much worried about aesthetics though i can understand If we need to test the engines capability we may want to add them  in.  

 

For now i say one tree with three variations   and 1-3 maybe 4 houses.  All low poly.  



Yes lets use one agenda for all of these including the rocks.  We want to put just a random kind of map together to test path finding etc.

Thanks,
James Fleming
Facebook

Here is the agenda for those items.

http://www.thoucurator.com/agenda/requestagenda?agendaid=1583

Thanks,
James Fleming
Facebook