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toxicsludge77

Private
Nov 25, 2015
10
4
Hi everyone!

First of all, I'd like to introduce myself as this is my first post!

I've been teaching myself 3DS Max over the last few weeks and heard that CS was extremely modder friendly, so I started lurking here looking at all the stunning models you guys have posted. I am absolutely in awe and have taken great inspiration from what I've seen in these forums!

So, in order to further my learning experience with Max, I thought I would model some iconic buildings that feature in Arma 2/DayZ mod. I'm in hope that I can release a few of these buildings and we could make our own version of Chernarus ;)

I've started with the fire station...

O01A73n.jpg


Finishing the details..

9EJKTfR.jpg


WIP textures...

930EPYe.jpg


Those of you with an eagle eye might see a black area on the RHS near the 3 doors - I have absolutely no idea what this is, or how to fix it :(

Once I actually PURCHASE the game, I'll release it - yep, you heard right. I don't actually own the game yet. I missed it when it was just on sale, so I'm waiting for the next sale!

I've set up Max according to the recommended scale, so hopefully there shouldn't be too many issues getting it in game once I have it :D

Constructive criticism is welcome, and see you around the forums!
 
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Hehe nice, so many memories :D

About that black spot,.. mh could be an inverted poly or something like that, I would just delete the poly and remodel that part, chances are good, that it will disapear.

You may need to scale the height of the building a bit,... like 1,1:1 or even 1,15:1.
 
Well, I'm calling this one done, plus I just picked up the game so now I can start the porting process! Just over 1200 polys, not sure if that's too high, or ok?

fKhAm1s.jpg

Hehe nice, so many memories :D

About that black spot,.. mh could be an inverted poly or something like that, I would just delete the poly and remodel that part, chances are good, that it will disapear.

You may need to scale the height of the building a bit,... like 1,1:1 or even 1,15:1.
I'm not sure I get what you mean about the height - do you think it's too tall?
Wow !! That's an excellent start. And we need more nice looking fire stations :)

For the black poly, try inverting the normals.
Dude, that is a HUGE compliment coming from you! Your stuff really sticks out and your tutorial posts are most helpful!
 
Hmmmm... if you could go lower it would be better ;) ... but if you do a good job on the LOD model it will compensate ;)



Oh yeah, looks quite small. The parking spaces are meant for cars and here they're bigger than a door made for a firetruck. ;)

The game tiles are 8x8m.

For better rescaling your model, Shroomblaze has uploaded the model of a Cim here https://forum.paradoxplaza.com/foru...t-better-sense-of-scale-when-modeling.874872/



Yeah the game engine has a tendency to wash out textures and oversaturate a lot.

Before you start to change your textures too much, I'd be curious to see some day screenshots of a town (because since the after dark update lots of people have a too bright and yellowish daylight). If you have this problem, just install this mod : http://steamcommunity.com/sharedfiles/filedetails/?id=530871278 it brings the sun back to an acceptable intensity, almost like it should be.

Then you'll be able to have a reference for your textures.
You'll have to darken them a bit and desaturate them too (when people do grass it can go up to 30% desaturation... or they'll have radioactive grass).
 
Hmmmm... if you could go lower it would be better ;) ... but if you do a good job on the LOD model it will compensate ;)



Oh yeah, looks quite small. The parking spaces are meant for cars and here they're bigger than a door made for a firetruck. ;)

The game tiles are 8x8m.

For better rescaling your model, Shroomblaze has uploaded the model of a Cim here https://forum.paradoxplaza.com/foru...t-better-sense-of-scale-when-modeling.874872/



Yeah the game engine has a tendency to wash out textures and oversaturate a lot.

Before you start to change your textures too much, I'd be curious to see some day screenshots of a town (because since the after dark update lots of people have a too bright and yellowish daylight). If you have this problem, just install this mod : http://steamcommunity.com/sharedfiles/filedetails/?id=530871278 it brings the sun back to an acceptable intensity, almost like it should be.

Then you'll be able to have a reference for your textures.
You'll have to darken them a bit and desaturate them too (when people do grass it can go up to 30% desaturation... or they'll have radioactive grass).
Thanks Zed68, I actually used schrooms cim for scale, which you can see in my first post. On the Max grid it is much larger than 16x8 cells though, am I correct that this is the largest a building can be? I just feel like I'm doing something wrong...
 
Maybe your scale was set wrong in 3DS yep.

If you got trouble setting it right, try just making a simple 8x8m cube and exporting it. That way you'll have a clear reference.
Thanks mate, I've just been googling the grid setup and I think I may have made a mistake there. I'll double check later tonight.

BTW, that daylight mod you linked looks SO much better than the light in game!
 
Thanks mate, I've just been googling the grid setup and I think I may have made a mistake there. I'll double check later tonight.

BTW, that daylight mod you linked looks SO much better than the light in game!

Well we don't understand what went wrong with the After Dark dlc, but since then the way the game looks during the day completely changed. Without this mod I simply would have stopped playing.
 
Well we don't understand what went wrong with the After Dark dlc, but since then the way the game looks during the day completely changed. Without this mod I simply would have stopped playing.
Well my scale was WAY out - I'd set the grid spacing to 0.8m instead of 8m :p

When I imported the model I had to scale up 1.5, but other than that I'm really happy with it!
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Still looks crud with default daytime lighting...I'll tweak the textures at some stage.