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 Post subject: Prop Set - Midnight at the Alchemy Lab
PostPosted: Wed Jan 27, 2010 11:11 pm 
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Midnight at the Alchemy Lab is my personal open ended Project to help me build up a rather larger list of common item props for later use in other and grander project. Here you will find a growing list of items from this project as I finish and upload them.

Texture Notes:
The Textures found on these Models are made by me using Photo Source Images found at www.cgtextures.com and then using Blender Texture Baking, compiled into a single image texture. There in most cases only a single Material. however there are a few that have a few Materials for variation...

Scale Notes:
I have scaled these Models with the convention that 1 Blender Unit = 1 Meter. This is to make things a bit easy on me and other who want to keep a good clean scaling conversion ratio. Also bullet by default treats 1BU as 1 Meter anyways. So why not...

Installation Instructions:

Below, you will find images of the parts of the set. Just Click the image of the item you want and you will be directed to my file Sharing service where the file is held... Download and install anywhere you want. All files are Packed with their textures and compressed for streamlined downloading...

Prop_OfficeChair (Version 2)
Image

Prop_Monitor (Version 1)
Image

Prop_Keyboard (Version 1)
Image

UPDATE LOG:
Monday, February 1st, 2010 - 09:14 HRS:

  • Added Prop_Keyboard to the list.
  • Added a thread bump to the thread to push it back to the top.

Friday, January 29th, 2010 - 20:05 HRS:

  • Added Prop_Monitor to the List of items available in this set.
  • Added Prop_OfficeChair Version 2.
  • Uploaded different (more centered) image samples for the list.

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 Post subject: Re: Prop_OfficeChairs - (Midnight at the Alchemy Lab)
PostPosted: Thu Jan 28, 2010 2:04 am 
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Hey Ninja, from the picture the model/textures look really nice.

2 problems - you have to sign up to download from the site you are using, and the file is 26Mb... which in my opinion is a bit excessive for a single object. I reckon you could quite easily reproduce similar textures using Blenders materials.

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 Post subject: Re: Prop_OfficeChairs - (Midnight at the Alchemy Lab)
PostPosted: Thu Jan 28, 2010 9:38 am 
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You probablly could...but Krow (I'm pretty sure) is aiming his library at the gaming engine, which needs UV's.

Correct me if I'm wrong, but I think that's what's up.

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 Post subject: Re: Prop_OfficeChairs - (Midnight at the Alchemy Lab)
PostPosted: Thu Jan 28, 2010 1:35 pm 
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So you're the chairman in your lab?
I like it. Does it have a lever, too?

PNG_pyro wrote:
You probablly could...but Krow (I'm pretty sure) is aiming his library at the gaming engine, which needs UV's.
When it's for the BGE, then the texture size is a bit off. I mean, that size will definitely slow down the game. Oh, and OpenGL doesn't like non-power-of-two textures, so 1024 is a better resolution for your texture. Just resize it in GIMP.

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 Post subject: Re: Prop_OfficeChairs - (Midnight at the Alchemy Lab)
PostPosted: Thu Jan 28, 2010 2:28 pm 
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Maray wrote:
So you're the chairman in your lab?
I like it. Does it have a lever, too?

PNG_pyro wrote:
You probablly could...but Krow (I'm pretty sure) is aiming his library at the gaming engine, which needs UV's.
When it's for the BGE, then the texture size is a bit off. I mean, that size will definitely slow down the game. Oh, and OpenGL doesn't like non-power-of-two textures, so 1024 is a better resolution for your texture. Just resize it in GIMP.
yeah... but that can be done later... and as a point 2048 seems to be the texture size of many FPS game as of lately.. it is the power of 2 as you said before... my textures are 1680x1680, but like you said this can be changed, easy...

OH and as for the levers. Those can be added in later. The chair I have has levers on the right hand side under the seat but for my needs, I don't really think i need them...

but if it's requested later, i guess i could model an optional set of levers for the model...

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 Post subject: Re: Prop_OfficeChairs - (Midnight at the Alchemy Lab)
PostPosted: Fri Jan 29, 2010 12:34 pm 
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just for your information, I have baked all the separate material textures into one single texture. I then made a normal map out of this texture using Adobe's nVidia Normal Map Plug-in, and have cleared out all the old materials in favor for the new single file texture map with is 2048 x 2048 (As related to the power of 2 convention many game engines use) this as far as I really care didn't do much as to lower the file size, how ever it's lower the complexity of the materials setup and thus will make this far easier to work with.

I'll be going back in and adjusting the scaling on these model to a 1BU = 1 Meter scale convention soon as I convert a few more of my models from the RPL into their more finished state. Added to my RPL is also a Texture Repository with 3rd part textures I commonly use after making them from Photo Source images, The Assotiated Normal Maps, and even the Photo source Dump Folder for later reuse should i need to make a different Texture using the Same Photo Source image.

I'm converted the finished base textures into 1024 x 1024 png's and have given them a Naming convention syntex like such:

[Material Type] _ [BasicDetail] ## _ [Diffuse/Normal Mark] . PNG

And example of this would be

Metal_Scratched01_d.png = A Diffuse, Color Map, of scrathed metal
Fabric_DarkWeave01_n.png = A Normal, Bump Map, of woven cloth

Anyways, I'm going to be uploading version 2 soon as I get these scaled and situated a bit more firlmly. Also I'll be converting this thread into not just the office chair, but the entire "Midnight at the Alchemy Lab" prop set.

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 Post subject: Re: Prop Set - Midnight at the Alchemy Lab
PostPosted: Fri Jan 29, 2010 2:39 pm 
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Thanks Ninja Krow, great model already.
:D


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 Post subject: Re: Prop Set - Midnight at the Alchemy Lab
PostPosted: Fri Jan 29, 2010 6:35 pm 
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Hello all... just a quick update here...

Prop_OfficeChair.blend is not 5 times smaller then the original file size... It's been scaled down to the 1bu = 1 Meter Convention and has a single 1024x1024 for both Diffuse and Normal Maps...

Next... I'll be adding a new Model to the Lot... This time a 22 Inch Flat Panel Wide Screen Monitor it too has the same deal as above... Please See the first post of this thread for more details...

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 Post subject: Re: Prop Set - Midnight at the Alchemy Lab
PostPosted: Mon Feb 01, 2010 8:55 am 
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Here's an update for you all...

Just added a new item to the list of prop's that I'm building for my RPL project... This took a bit too long to make but now that it's made... I should in theory never need to made it again...

Check it out, It's added to the First Post of this thread...

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