A bigger farm (thanks Baychaser) is now ready:

I'll probably add a walkmesh so the barn can be walked in, and make the cart a different model (that way the barn can be empty, full of crates, or still with a cart but a different one).
A bigger farm (thanks Baychaser) is now ready:

I'll probably add a walkmesh so the barn can be walked in, and make the cart a different model (that way the barn can be empty, full of crates, or still with a cart but a different one).
It looks really good, apart from the thatched roof. Maybe there's a better roof texture--perhaps from the rural house set? Otherwise, I like it. ![]()
The thatched roof could do with a bit of bevelling on those sharp corners at the very least. Some of those large flat planes should probably be made more convex as well. Otherwise it looks like someone took a giant iron to it.
A model like that would probably be fine for a first-person view or close third-person view game, where you wouldn't actually see much of the roof up close. But not in a game where you can have a distanced third-person view like Exploration Mode, where the camera can get up-close-and-personal with the roof.
The thatched roof could do with a bit of bevelling on those sharp corners at the very least.
Now that you mention it, it's so obvious I don't understand how I didn't notice it earlier! Will do.
FWIW here's a model set I've been working on myself. Textures are placeholders as I'm working on my own from scratch. This is just the base variant and I plan on making several building types out of it. I think I'll ease up on the roof polys though as I think I went a little too overboard with them. Might change the wooden window bars to shudders as well:


Nice!
Nice work. Looking at your mesh overlay, it doesn't look too high to me. I'd be tempted to leave it that way. Is it a couple of thousand faces with a single texture atlas file?
Thanks and yea it's 2500 tris atm. As for the texture currently it has 4 and I havent made a single texture atlas yet. Again these are placeholders until I make my own, but I might use a couple to make the details pop with the higher resolution images.
I've done models using several textures in the engine and I havent had issues. I know the City hak has horrible performance issues and uses multiple textures, but I haven't seen the same performance problems with any of mine that I'm aware of. I've even tried out 2k textures and havent seen performance drops on my end. ![]()
This is the stone texture I'm currently working on which will be tileable. I'd like to put it into Skyrim and try out Cryengine as well, hence the 2k size. I think it'd look pretty sweet with tessilation added
. Just messing around really. WIP obviously and the bottom half is where I've been working on most. Any mortar texturing you see is just testing Ive been doing and not by any means finished.
http://i1.minus.com/ibdIJEWoTwTlbe.jpg
http://i4.minus.com/iboeSMjOYRGsRg.jpg
Nice. In addition to building sides, those would work well for a set of slightly uneven stone walls for farms. Especially if there were a couple of sloped pieces, like the ones in the wooden fence sets.
Amazing! Good job(s)! I especially like that walkmesh- and the trapdoor-tech-stuff!
If you still have an interest in this, a group of the tile or slate rooved buildings from Baychaser's set would be very useful for a certain small port town. The Medieval Store, for example. ![]()
I was cleaning the Valsharess package first (now done, at least!) I tried to add an animated whip too, but so far I only succeeded in either having a flail (using the w_flail_skel animations) or a rigid whip or crashing the toolset.
There are a few things I didn't try, I haven't given up yet on this.
That however meant I postponed refining the appearance on the farms (or rather Baychaser's models). If I don't find how to add the whip in the weapons list in the next two weeks, I'll let it rest for a while and work again on the buildings.
If you succeed in getting a working whip, that will be very cool. I wonder whether it would need a new animation for the wielder? ![]()
Regarding the buildings, this Turbosquid cottage model has a fairly decent thatched texture that might be worth a try. I'm sure there are other possibilities. (I couldn't do much with the model; it's too high poly.)
I suspect a whip could be accomplished through the use of a VFX for the striking lash.
Wouldn't you still need to animate the VFX like you would with a normal model? I'm not sure, which is why I ask.
Yes, but it's much easier to animate a VFX and to add that animation into the game.
Regarding the buildings, this Turbosquid cottage model has a fairly decent thatched texture that might be worth a try. I'm sure there are other possibilities.
why not using the roof textures which came with motb? they're good looking and (more importantly) the custom houses will blend in better with the rest.
I wonder whether it would need a new animation for the wielder?
That's one of the things I need to check (re-using the flail animations either transforms the whip into a flail, or crashes the toolset!)
why not using the roof textures which came with motb? they're good looking and (more importantly) the custom houses will blend in better with the rest.
Yes, I had that thought as well. Variety, I suppose. The rest of the building is probably not going to look the same as the Rural house set. Plus it's a medieval setting, so quality and styles can vary quite a bit.
Plenty of free thatched roof textures here: http://www.cgtextures.com/
Textures-> Roofing-> Thatched
I still haven't added the chamfers to smooth the roof, but now there are accessories for the farm:

This farm is the last placeable to correct (two others are ready), a new set of farms and rural accessories should be released soon!
Ooo arrrr.... I am a cider drinker.... *cough* Getting in the farming mood!
I added a watch tower to the set of walkable placeables:





Whatever those are, unfortunately I can't see them.