Penguinisto opened this issue on Jan 10, 2002 ยท 11 posts
Penguinisto posted Thu, 10 January 2002 at 7:31 PM
Penguinisto posted Thu, 10 January 2002 at 7:47 PM
nikitacreed posted Thu, 10 January 2002 at 8:03 PM
Ooooh...oooh...I LOVE IT! =OD I don't see much more that it needs but maybe some benches and containers for the plantlife.
Little_Dragon posted Thu, 10 January 2002 at 8:22 PM
Aside from furnishings like benches, plants, standing ashtrays, velvet ropes, etc., I can't think of much to add or change that you haven't already mentioned. Keeping the set general-purpose limits one's options. A chandelier might be appropriate, though it could just as easily be inserted as a separate prop. I'd suggest some light fixtures, anyway. A kiosk could make a good alternative to the 'table/fountain/dunno-yet' item; you know, one of those illuminated map-things that says "You are here."
Penguinisto posted Thu, 10 January 2002 at 8:54 PM
The kiosk is a damned good idea... can do; perhaps a round-ish one to keep it in style... a couple of counters could also work along the sides, under the ramp-ish areas of the catwalk. I've got most of the textures picked out; the hardest part was finding those that weren't shot, burned, bloody, or bent (heh - that's what I get from building FPS maps for eons on end :) Also - would anyone want music to go with it? /P
bknoh posted Fri, 11 January 2002 at 1:30 AM
How about a classy "see-through" elevator?
VirtualSite posted Fri, 11 January 2002 at 1:46 AM
Its off to a really nice start. Id just suggest watching your scale as you bring more and more things into it; keep your reference character handy as you import textures and objects. An elevator hallway between the blue columns would probably help that area a great deal, and instead of the short, ramp-like stairway you have coming from the mezzanine to the second floor, maybe more of a sweeping ramp that comes up from just off the center of the mezz level to the second floor: itd add a little more balance and movement to the area. Instead of railings, how about glass walls facing the atrium level? Sure itd blow the render time up, but railings might wreck the elegance of what you have at the moment. Finally, for the office doors et al, make them part of the texture wrap for the walls instead of building them in as objects. Itll ease the model size and you really wont lose that much in detail.
SAMS3D posted Fri, 11 January 2002 at 4:13 AM
Looks wonderful....can't wait to see this finished. Sharen
farang posted Fri, 11 January 2002 at 4:46 AM
Or is it gonna be free?
dirk5027 posted Fri, 11 January 2002 at 7:28 AM
great job, looking forward to this
Penguinisto posted Fri, 11 January 2002 at 8:41 AM
The middle 'pillar' can be more of a placeholder for the moment... I was hoping to put a round glass elevator in it once I shove it into Bryce - that way the elevator can be poseable. I positively suck at morph dials, so putting in a shaft, then making the elevator as a seperate .obj would be easier for me to do :) The railings along the side are already in place... they've been streamlined to keep the setup clean. Also, I'm thinking of adding 'modules' to make it more flexible; things like escalators, the elevator, posters, announcement boards, different light fixtures, etc. A few generic benches and plant pots wouldn't be a bad idea either. Faranq - It'll go into Free Stuff once it gets done (and I can set up hosting here at the school.) I've taken a lot from the Free Stuff section, ergo it's only right to give a little back. /P