Flint's Buildings

Flintlock1415

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After getting Blender running w/ the nifscripts running through crossover on my mac, I decided to start making buildings. I chose buildings mainly because nifskope/scene viewer won't work on crossover and they don't req. animations.
(If anyone knows of a way to edit lhs or units in any way, please tell me!)

Right now I am only making buildings for my mod, but I *may* be taking requests in the future once I finish the mod and get better at using blender.

Building #1
Apothecary
Download
apothecaryyk7.jpg

Very simple, good for a medieval apothecary.

Building #2
Butcher Shop
Download
butchershopcv3.png

A small Butcher's shop, I'm not 100% happy with it, but I got sick of reediting it. I will probably revisit it in the future. If anyone has any tips on how to make it better, I'd appreciate it!

Building #3
Carpenter's Shop
Download
carpenter_sc_SmO.png

A nice little Carpenter's Shop. I think my unwrap came out better because I finally learned how change it in the editor.
Enjoy! :hammer:

Building #4
Fish Pond
Download
fish_pond_nY4.png

An ancient/medieval type of fish pond.

Building #5
Manor
Download
manor_UGg.png

A medieval style manor.

Building #6
Pawnbroker
Download
pawnbroker_h0R.png

A medieval "Lombard-style" pawnbroker.
 
(If anyone knows of a way to edit lhs or units in any way, please tell me!)
I guess you know that, but will still mention it just in case: There are tutorials for Units and LH - most recent one by the Coyote - http://forums.civfanatics.com/showthread.php?t=296286 There is also more in the Tutorials section.
Blender (or any 3d software capable of exporting nif's) and NifScope will cover almost all you needs. (Since the recent Blender scripts seem to be capable of exporting animations, it could actually cover all you needs...)

So your real problem is probably getting it to work on a Mac....
But you already have Belender and export Scripts working.
The only other thing you really need should be NifScope. As it's open source, i am pretty sure that there are ports for Mac OS.
(Edit: Here for example seems to be one http://mac.softpedia.com/get/Graphics/NifSkope.shtml i don't have a Mac to try it, but if this one does not work, i am sure you can find something)
 
Thanks for the link Refar, but unfortunately the download was not compiled, and I have yet to find one that is :(
I tried asking on the niftools forums a while back, but no one seems to have compiled it on a mac. So at the moment it looks like I'll only be able to use Blender :mad: :cry:
 
Thanks for the link Refar, but unfortunately the download was not compiled, and I have yet to find one that is :(
I tried asking on the niftools forums a while back, but no one seems to have compiled it on a mac. So at the moment it looks like I'll only be able to use Blender :mad: :cry:

Oh, pity.
However, from the changelog it seems that Mac - compartibility is relatively new overall, so depending on how long ago your last inquiry was, maybe it's worth it to ask around NifTools forums again - maybe by now someone got it...
 
It doesn't look bad.
The one thing i would change is the roof: Maybe adding a smokestake and a better texture - maybe thatch or ceramic tiles - depending on the time period you are aiming for.
The thing is: In daily life we usually see buildings from another perspective - we see walls and pay attention to details like windows, doors, decor... Nothing wrong with some detail there... But: In the game we see buildings on the map, looking on top of them. So the roof should allways be "the best part" - getting a good deal of texture space and some good detail.

You can browse these for some good source imagery for textures:
http://www.cgtextures.com/
http://www.imageafter.com/textures.php

Edit: Oh, and maybe add a shop-sighn on one of the front pillars or something - just for an extra detail.
 
It doesn't look bad.
The one thing i would change is the roof: Maybe adding a smokestake and a better texture - maybe thatch or ceramic tiles - depending on the time period you are aiming for.
The thing is: In daily life we usually see buildings from another perspective - we see walls and pay attention to details like windows, doors, decor... Nothing wrong with some detail there... But: In the game we see buildings on the map, looking on top of them. So the roof should allways be "the best part" - getting a good deal of texture space and some good detail.

You can browse these for some good source imagery for textures:
http://www.cgtextures.com/
http://www.imageafter.com/textures.php

Edit: Oh, and maybe add a shop-sighn on one of the front pillars or something - just for an extra detail.

Thanks for the great tips Refar, I'll look into some of those ideas :goodjob:
I was wondering specifically though, if any could give me tips on marking the seams better, getting a cleaner unwrap, and how to edit the setup in the uv/image editor.
 
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