Model Wall Boards 1.0

Made by Rexy

  1. Rexy

    aa Rexy The Kwisatz Haderach

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    So I was asked to share my wood...so I decided it was a nice thing to do. You can use this as a replacement for that sadly overused mining wall prop, it has the exact same dimensions. In fact, you can just replace those models you're already using with this one and it will replace without a hitch--I've done it myself.
    ________________________________

    Wall Boards

    Release: Feb 25, 2010
    Author: Alex "Rexy" Kreeger. Wood textures used from Valve Software's Team Fortress 2.
    E-mail: Kreeger242@live.missouristate.edu
    Version: 1.0.0

    Zip contains:

    *This fantastic readme file!
    *6 model files (98.6 kb)
    *6 texture files (682 kb)

    Extract to: "SteamApps\[username]\team fortress 2\tf" directory to install.

    **YOU ARE NOT PERMITTED TO MODIFY ANY OF THE FILES FOUND WITHIN THE ARCHIVE, OR REDISTRIBUTE.
     
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    Last edited: Feb 26, 2010
  2. Tapp

    Tapp L10: Glamorous Member

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    The only problem I see with this is the strangely sized and strangely regular patches of paint. Otherwise, another great job.
     
  3. DrummerX

    DrummerX L1: Registered

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    Looks Good but it does look a little strange, maybe get a wider version?
     
  4. Rexy

    aa Rexy The Kwisatz Haderach

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    If you don't like them, don't use them. I made them for myself, and some people were asking for them--I'm simply providing them. I doubt I'll make any changes.
     
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    Last edited: Feb 26, 2010
  5. DrummerX

    DrummerX L1: Registered

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    If i can make a request to have a wider version of them, that would be great.
     
  6. Void

    aa Void Local Man Unable To Map, Sources Say

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    Now I can touch your wood anytime I want.
     
  7. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    I think they look great, a really useful model for making Red Buildings looking like they're real work areas.
     
  8. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Rexy you are a detailers best friend
     
  9. Westerhound

    Westerhound L5: Dapper Member

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    I still think you should model dogbread so I could use it as intel in a CTF
     
  10. Pocket

    aa Pocket func_croc

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    When I first saw the title, I pictured something like an old plaster wall, from the days before drywall, that was damaged so the wooden boards showed through. Like this.

    That obviously wasn't what you made this for, but by sheer coincidence it would work perfectly for it! It's just the right thickness to show through a 16-unit wall, even. Now I have to put one of those in a map one of these days.
     
  11. YM

    aa YM LVL100 YM

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    Comments:

    Awesome, but I have more critique of this than your others, list format!
    • Wood looks like it's got paint strokes on it, but it doesn't look like its been painted, either make it clearly painted wood, or make it clearly unpainted wood. You'll notice that there aren't any brush strokes visible on TF2's wood.
    • You can clearly see that in lower mipmaps the black of the texture is begining to bleed though, you're getting a black outline on the model viewer (one reason I don't like max's baking, blender's adds a little bit extra so you don't get those black lines at lower mipmaps) You'll need to expand the non-black area on your AO map in photoshop
    • The edges of the planks are way way brighter than the fronts/backs and looks wierd (I know wood grain usually gives this kind of effect but it looks odd here)
    • I'd personally add a few more nails

    Its got great potential though :)

    I'd also recommend several versions:
    Wider
    Less planks
    fully planked up to the top
    as it is + less planks + fully planked, but twice the width (without adding more vertical beams)

    Then of course multiple skins which I think you already covered.

    (aaand "don't like em don't use em" isn't applicable to me since I wont use them anyhow, but I do want to see you improve on the monster tf2 modeler you already are :p)
     
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    Last edited: Feb 26, 2010
  12. honorum646

    honorum646 L6: Sharp Member

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    :blink:
     
  13. Cynick

    Cynick L4: Comfortable Member

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    Cool! I might (read: probably will) use this.
     
  14. Boylee

    aa Boylee pew pew pew

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    I have to agree with YM on this one, the planks look a bit too painted and the ends do appear a lot brighter than the rest of the wood. Otherwise though this should be a very useful prop.
     
  15. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    They are.. they're just so large/long/merged with other additional patterns you don't really notice them.

    If Rexy made the strokes larger and grouped a couple of the strokes together more (into patches), they would look more natural.

    wood/grain_elevator_facade_c14 uses paint strokes to indicate wear and tear at the base of the texture.

    wood/wood_bridge001 uses paint strokes that are large and long, and is the most noticable of wood texture paint stroke patterns.

    The same paint stroke pattern used on wood/wood_bridge001 has been used on wood/wood_bream002, wood/wood_beam003, wood/wall015, wood/wall015b, wood/grain_elevator_silo_10c, wood/grain_elevator_silo_10d, wood/grain_elevator_facade_14c, wood/fakewood001, wood/wood_track001, wood/wood_floor001, wood/bridge002... and probably a couple others.

    A second pattern has been used on the majority of wood/wood_wall* but i wont bother listing any of those. I think you get the point.

    In addition to the painty strokes wood paint strokes tend to overlay the majority of entire planks, but not always. You may notice a more reddish plank amongst browner planks and at one end the red paint is applied to a plank parrallel and the stroke is more visible and less confined to the natural shape of the plank presented in the texture.



    As for actual feedback, the paint stroke colour(s) you've chosen makes it look like someone's come along and cleaned the wood, rather than painted it. But since you don't intend to change them.. i dunno. Figured i'd just say that anyway.
     
    Last edited: Mar 11, 2010