Model Monitor screens

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
OK, Rizz asked for stuff to make, and since this is more for the benefit of the community in general, I'm making this public to see if anyone has any tweaks or alternate suggestions to shout out. I've been seeing maps crop up lately that try to fake it by shoving the TV set into the wall, so now seems like a good time to get a proper viewscreen in our arsenal. Just something they can stick on a wall and pass off as a security monitor or something.

And, related to this (since it would reuse about half the polygons and texturing anyway), I thought it might be neat to have a matching ceiling-mounted unit as well.

I wish I knew where to find some reference photos of the sort of thing I'm talking about, because I have a very vivid picture of the ceiling-mounted monitor, almost as if I've seen them before, but here's a basic diagram of what I had in mind:

monitordiagram.jpg


The only thing I'm not sure about is the lights. I can't decide if it looks better with a bank of lights like the computer panels, or a single round red LED like the security cameras have. Maybe the flat screen is better with the set of lights and the ceiling-mounted one is better with the single? Thoughts? Preferences?
 

Da_Man

L4: Comfortable Member
Aug 23, 2009
173
39
I'd go with the single light. A row of buttons on a ceiling mounted security monitor seems kinda weird.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I like buttons. Extensible buttons would let people change what glows with env_sprites and make the model a bit more unique in each map.
 

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
Do you think it's a bit to square and should be more rectangular?
I have this so far, whipped it up in 20 minutes or so.
testt.png

backbe.png
 
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Empyre

L6: Sharp Member
Feb 8, 2011
309
187
The screen needs to have the familiar 3/4 aspect ratio, not square.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I think it should be more square at the edges, like steve drew. It looks weird with such rounded corners atm.
 

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
Thoughts before I begin texturing?
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EDIT, didn't see the posts above. :p
Lets see what the OP wants, then I'll make the changes. :)
If he likes it, I'll begin texturing (oh god, texturing models makes me cringe), if he doesn't then I'll make the adjustments needed.

monitorangle1.png

hangingmonitor2.png
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Screen is tiny, edges are too big to have so few subdivisions, lip around front end is too big. Also I would recommend making the clamp and the screen two separate models - that way map authors could angle the monitor whichever way they want to; just make sure that the center of the circles on the clamp is at a height of a power of 2. Also the thing holding the clamp to the base looks silly, I don't think anyone would make a metal structure like that.

EDIT: also I will eat you if the origin is anywhere but the very top center of the base.
 
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Rizz

L5: Dapper Member
Dec 18, 2009
210
21
stevethepocket, I am awaiting your review.
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I've listened to some of the people on here and fixed the size of the screen, but didn't fix the rounded border to have more of a square angle. I'm highly considering keeping this. If enough people think I should change it, I will.
This screenshot shows the model with ambient occlusion applied. I did this so to show two things, somewhat detailed shadowing and that the anchor piece isn't attached. It'll be two separate models like everyone is wanting. :)
This is a personal endeavor--when I start texturing, I'd like to use not only diffuse maps, but specular and normal maps. I'd like to add a bang to the side of the monitor and show a scratch where the bang takes place. The model will be shiny with it's specular map and won't be where the scratch is.
The model is angled down 10 degrees from the anchor piece.
ambientocclusion.png
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Looking good — you cranked that out faster than I expected! I'm not sure what to think about the lip around the tube; I was picturing something more like the screen in a TV set, with slightly rounded sides to the tube and a slanted inner bevel around that (but you're more or less right on with the bevel having a less-rounded corner than the tube itself).

And as for the bigger lip around the very edge, I had really meant that more for the wall version. It looks kind of odd here. What I imagined (inasmuch as I understand how units like these would have been designed back then, which is not at all) was that the outer sides would be a sleeve that the unit slides into and then is screwed into place, much like the disc drive bay in a computer, and be team-colored to match, say, the striped walls or maybe the sentry guns. There would be no lip, but rather a gap, very small but visible from the front, between the unit and the sleeve. I can post another diagram tomorrow if you need it; it's kind of hard to explain in words.

As far as specularity, I was actually imagining shiny phong shading if anything, like the TV prop has. There really aren't a lot of props with specularity in this game for some reason (maybe because it tends to look odd in this art style), so it would probably stand out somewhat.
 
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Rizz

L5: Dapper Member
Dec 18, 2009
210
21
It's my site I own, I was testing to see if this site could handle tga images. Imageshack wouldn't allow it.
Turns out it didn't so I uploaded a png.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I think my Final Fantasy VI copy just got hacked after clicking on that link.

Anyway, that looks like a very weird UV. Would you mind posting a flat wireframe viewport grab (not render) of the model so I can understand a bit better how it's unwrapped?
 

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
I'm not sure what you're asking for, it sounds like you want me to take a quick screenshot in 3ds max of my model while in one of the viewports in it's wireframe mode. Regarding the UVW, I selected "Face" after the "Unwrap UVW" modifier was applied to the model. I then proceeded to click the faces and select either "Box" or "Plannar", or anything else that would help set up the UVW map. I then organized it all into the small blue box like you're suppose to and saved the template. I haven't really set up a UVW template before. I normally apply a texture by pressing "M" for material, selecting the diffuse and adding it. I then apply a "UVW Map" modifier and set up the way the model views the texture, whether it's applied through planar, box, or cylinder or anything else.

Seba, I sent you a friend invite via Steam. I think it'd be a little easier to talk via instant messaging over Steam instead of back and forth forum replies. It would also be really efficient if you had Skype and I could manually show you the model over a "Share Your Screen" option that Skype offers.
My Skype: Zemious


PS, this is the AO UVW template.
http://img220.imageshack.us/img220/7369/templateyn.png
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Woops, I accidentally ignored the Steam friend request; I did, however, send you an invite on Skype.

My main concern is that I can't tell which faces in that unwrap are the sides of the monitor; regardless of where they are though, they should be taking up about as much UV space as the screen and be of the proper relative dimensions.

Relaxing an unwrapped selection is usually helpful because it often reduces stretching on the faces. I find that relaxing at these settings works the best. I've seen a cool video about unwrapping a while back, but I forgot the link; when I find it again, I'll post it here.

EDIT: video
 
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Rizz

L5: Dapper Member
Dec 18, 2009
210
21
It may be easier if you took a look at what I have thus far and convened with me on Skype with your results. :p
www.FF6Hacking.com/RMM.zip


I used the settings for "Relax" and it warped the UVW layout all over the place causing overlapping faces. This may be because of the way I have the uvw template already laid out. I should also note that I have little to no experience with unwrapping uvw's, making a successful template and then texturing it. I've only ever really made models. I'd like to tackle this weakness head on. UVW's and texturing altogether makes me cringe, so I've ignored it up to this point.


PS, you'll have to send me a friend request on Steam. It's telling me that you're ignoring me which won't allow me to befriend you again.

PS.. again.
I ordered a tablet last night for future texturing, and zbrush/mud box.
With lots of consideration and studying, I finally decided on this model:
https://direct.wacom.com/stores/5/BAMBOO FUN PEN & TOUCH_P1528.cfm


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Edit,
This is what I have so far; big things to Seba for helping me with the UVW map. I feel like a kid who picked up a crayon and a coloring book for the first time... so be kind with your words. :p
 
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Rizz

L5: Dapper Member
Dec 18, 2009
210
21
stevethepocket, what are your thoughts?
I'm going to need a little help with texturing. If anyone is good with texturing, I'd be very appreciative of any.
When I say I need help, I mean I'd really like to see how to texture with more than one color lol.
Here is the model, texture and photoshop template.
www.FF6Hacking.com/RMM1.zip
monitoralpha.png