Request: Modular Building Parts

Request: Modular Building Parts

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Request: Modular Building Parts

Post by Argh »

I'm working on a procedural concept for buildings, to make instant cities with, and I was thinking it'd be a fun challenge for modelers to try making some parts.

Basic idea's really simple, each model would have to contain several modular pieces that could be recombined procedurally at runtime to create a complex structure. To make that happen, we need parts that can be recombined in various ways, to give us variety. This won't be as polycount-efficient as one-offs, but the tradeoff in terms of variety should make it attractive.

I will be showing some stuff supporting translucency (i.e., real windows) soon, so it would be smart to model this stuff with windows and a backing that pretends to be an interior.

Anyhow, I'm not there yet, but I thought I'd stir the waters a bit, see if people are interested.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Request: Modular Building Parts

Post by smoth »

Entirely uninterested.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Request: Modular Building Parts

Post by Argh »

Why? It can make setting up large cities that look interesting a lot faster, and people could make custom variations and kitbash, if a large collection of parts is on a single atlas. I am willing to uvmap it and skin it. Anyhow, just throwing that out there.

Still working on the stuff with glass, working on several test objects to get a feel for what will work. This is an early WIP. Kinda makes all the other buildings look like flat cartoons immediately, imo.

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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Request: Modular Building Parts

Post by MidKnight »

This seems interesting. You may want to try for more irregular distances, argh. try analyzing irl cities to make code that emulates them?

Edi: also, lol Sim Tower.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Request: Modular Building Parts

Post by Argh »

Eh, they're that way for gameplay reasons. It's a map for P.U.R.E., and buildings are important strategic objects. I just like to use it for testing things out.

Anyhow, it's not about the placement of buildings in the gameworld- that's what World Builder is for. It's about creating more variety in the geometry at runtime, so that there aren't so many repeats of things. I've been doing that with flora and a few other things, but with buildings, the challenge is partly having enough parts lying around to build things of sufficient interest.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Request: Modular Building Parts

Post by 1v0ry_k1ng »

using feature heavy maps with springs terrible feature pathing and unit behavior is just asking trouble
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Falcrum
Posts: 149
Joined: 14 Nov 2007, 01:03

Re: Request: Modular Building Parts

Post by Falcrum »

Watch this: http://forums.cgsociety.org/showthread. ... e=28&pp=15

Great script for 3DS Max. Mayby helpful
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PicassoCT
Journeywar Developer & Mapper
Posts: 10455
Joined: 24 Jan 2006, 21:12

Re: Request: Modular Building Parts

Post by PicassoCT »

Argh wrote:I'm working on a procedural concept for buildings, to make instant cities with, and I was thinking it'd be a fun challenge for modelers to try making some parts.

Basic idea's really simple, each model would have to contain several modular pieces that could be recombined procedurally at runtime to create a complex structure. To make that happen, we need parts that can be recombined in various ways, to give us variety. This won't be as polycount-efficient as one-offs, but the tradeoff in terms of variety should make it attractive.

I will be showing some stuff supporting translucency (i.e., real windows) soon, so it would be smart to model this stuff with windows and a backing that pretends to be an interior.

Anyhow, I'm not there yet, but I thought I'd stir the waters a bit, see if people are interested.
http://www.youtube.com/watch?v=c8pBThXZt44

Posting procedural contentgenerator in a model-thread, provokin the artists and no applaus for the machine doin betta? Poor loosers, those artfags are and always will be! Oh, look a sunrise, all the trolls turn to stone, now i always felt the manson strong in me. Can i have hammer and chisel?

Besides great plans were made by the CSSR awaiting ther fullfillment, so linked Results or it didnt happen!

Still, would like to see this..
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Request: Modular Building Parts

Post by Argh »

I don't even pretend to understand what Picasso said.

As for the Max script... eh... yeah, that's sorta relevant. I'm looking at doing something like that at runtime.

Polycount target for their facades is maybe 5-10X what I'm looking for, though. What I'm thinking about is boxes with interiors that can be stacked, have greebles added to strategic points, and voila, you have a building. Not a super-awesome building, perhaps, but it's not just the same model over and over again. I'm thinking the easiest way to go about this is to maybe build some to-scale bitz, see if people want to play with UpSpring, try to kitbash some stuff. A model-set deliberately developed for kitbash might be really interesting- hell, I can see this working for robots and things, too.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Request: Modular Building Parts

Post by AF »

but picassos youtube link is epic!?
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Request: Modular Building Parts

Post by Pxtl »

In general, the one-model-per-unit limitation is a huge PITA.
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