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Opteryx do you model all this in sketchup? Just curious how you export it, ive tried modeling buildings in sketchup before and was able to export as some formats but im assuming you cant generate a uv map from the texturing your able to do in sketchup right?

Thanks man, great work on those models.

My usual workflow is I make the model in Sketchup, then I import it to Object Builder and I go back an forth to fix any problems with the mesh (which is usually just degenerate faces and open hull), then I do the UVs in Object Builder and the LODs. Then I export it to .3ds and import it to 3ds Max so I can export it again as .obj so I can import it to xNormal for baking OA maps (exporting .3ds from OB to xNormal seems to be buggy).

Then I do diffuse maps and normal maps in Photoshop.

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That looks really great, the quality looks just as good as BI models. ( and its probably more detailed :) )

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Holding cells, reception area, rec room and office stuff.

any chance for an armory?

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I think that OPX models got that snappy, fresh feeling... They're crunchy, crisp and detailed, sandy, grimy and foul, precise and dusty, hi fi and lo fi at the same time. They're classy and classically well made, perfectly crafted.

There's actually something behind your buildings sir, there's a story, a novel, a style...

Your buildings are actually better than BI's ones, as theirs lack that particular crisp, that freshness... That classic feeling that brings your building to life and prints memories inside our hearts, no doubt. (both models and textures)

While most BI's buildings (I'm talking about A3's vanilla and Apex) are detailed, glossy and dense looking, yours are detailed, crisp, fresh, classic, and.... and many other stuff that I won't state now.

That being said, your technique is solid Mr.Opteryx.

P.S. This post wasn't meant to insult, nor offend the holy, untouchable developers that blessed us with many classic, great, unforgettable games... All this wouldn't be possible without them.

Thank you too.

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Thanks for the kind words of encouragement, it's certainly a morale booster. I still find myself in the position of not feeling like being a modeller though, all I really wanted from the beginning was for someone to make assets for my maps, but that never happened so I took matters into my own hands. Still though I feel like this isn't really the thing I should be doing, mapping is where I would like to be right now, but you can't build a house without bricks and mortar.

 

any chance for an armory?

Maybe, currently the building has more rooms than what I really know what to do with them, suggestions are always welcome.

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Thanks for the kind words of encouragement, it's certainly a morale booster. I still find myself in the position of not feeling like being a modeller though, all I really wanted from the beginning was for someone to make assets for my maps, but that never happened so I took matters into my own hands. Still though I feel like this isn't really the thing I should be doing, mapping is where I would like to be right now, but you can't build a house without bricks and mortar.

 

Maybe, currently the building has more rooms than what I really know what to do with them, suggestions are always welcome.

 

You could also leave some of the rooms unfurnished like the vanilla arma 3 buildings, no big deal. The station looks great, but it's a bit too monotonous I think. Perhaps some ivy to break up the brick pattern? Graffiti on a police station wouldnt really work I think  ;)

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You could also leave some of the rooms unfurnished like the vanilla arma 3 buildings, no big deal. The station looks great, but it's a bit too monotonous I think. Perhaps some ivy to break up the brick pattern? Graffiti on a police station wouldnt really work I think  ;)

I agree, had the same thought about the graffiti too. I might add brick columns or something on the rear side so it isn't just a huge uneventful brick surface.

 

Also, I could use some ideas on what to fill out all the rooms with. So far I've got:

 

reception

lavatories

interrogation

homicide unit

armory

recreation

dispatch

locker rooms

holding cells

 

Any other ideas what I could use on a police station?

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- Shooting Range

 

bvpd_shooting_range_459x307.jpg

 

- Some room for basic medical treatment ?

- small cafeteria for lunch

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Great Work! Really like the Tone and Style of your structures. Fits ArmA perfectly and adds an own vibe to it.

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Took a break from the police station and started a new building.

 

If you were to tell me this is a vanilla asset, Id instantly believe you. Quality work as always. 

 

BIS has been working on AI behavior in buildings with the lastest dev branch releases. Will you have to code this into your buildings or will the AI automatically make use of its new behavior?

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I am glad to announce that I've been approached by Pennyworth which offered to help me with configs and related things, this perfect for me because it give me more time to focus on the creative content and I also suck at reading writing code. This way I'll be able to created game ready content way faster.

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BIS has been working on AI behavior in buildings with the lastest dev branch releases. Will you have to code this into your buildings or will the AI automatically make use of its new behavior?

I'm not aware of any kind of new AI pathing for buildings.

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So I finally got my models in-game thanks to Pennyworth. Took some screens.

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-33-21-69.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-32-59-16.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-32-47-61.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-32-27-49.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-32-17-32.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-31-51-34.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-31-44-38.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-31-21-68.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-30-25-35.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-30-14-58.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-29-51-63.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-29-31-51.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-29-18-31.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-29-18-31.png.html

http://s232.photobucket.com/user/Opteryx_album/media/arma3%202016-07-24%2002-28-26-66.png.html

 

Some minor shading issues, but I'm quite please with the in-game results.

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guess the Sureños are in town, quality work there mate.

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guess the Sureños are in town, quality work there mate.

¡Simón esé!

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Great work on these buildings! :)

 

Do you build them with a certain map in mind? I would love to see a map with a part of the US-Mexican border fence, some cities and ranches. This could be a place for a lot of interesting missions including high risk arrests by SWAT teams, border patrols by militias like the Arizona Border Recon (like in Cartel Land) or (civil) RPG-type missions.

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