Here, some inspiration. That's the direction I imagine the chem lab should go. But perhaps with more glass tubes instead of brass tubes.
I like it.
I want to get rid of the glass sphere and put a better one there, I have a few ideas for it but so far do not know which to go with. I will attempt to make the bullseye in the texture, if that doesnt work out I'll put it in the model. Tomorrow I will be putting the finish touches on the model, and replacing the glass sphere, then begin work on the texture.
P.S.
For anyone interested, the .blend file can be downloaded here; https://www.box.com/s/ed7166323d27520cbf6f
Good job otherwise.
I apologize for this, things just didn't work out.
Regarding your work in progress: The model you made can't be used for OpenClonk unless you license your work under the CC-BY 3.0 license. You can do this by just saying so, f.e. "I hereby license the file XYZ under the CC-BY license".
chemiststation.zip under the CC-BY 3.0 license
I can't say what it is because everything, friends, family, career, health, and more which I do not care to mention, contribute to the cause. If there is anything else you need please let me know.
I have much work to do still, but here is my progress. The wooden shingles don't look quite right, I plan to fix those or replace them with another texture, I do plan to try out a few different roof materials. I plan to have the muffler a different metal color along with the other thing to the left of it (I'll just call it a smoke stack for sake of simplicity.) The glass and metal textures for the cylinder and glass sphere look pixelated, I will have to work on correcting this. The bullseye has taken the back burner during most of this texturing... I will add it eventually. As for the glass, before I add transparency I need to do some homework on ogre.
Alpha mapping (transparency) is totally possible in OC (see Scene.material section). However, making glass look like actual glass is only possible with specular shaders, which OC doesn't support. I suggest just following what I've already done; make it a transparent blue. For an example check out the airplane's cockpit.
Glass also doesn't need to be transparent; it only has to look good, not emulate reality. I suggest doing this:
For the window on the tank, keep that opaque. Perhaps try a similar effect to what I did with the Alchemist Clonk's goggles (at bottom right), but maybe have the glass closer to RGB(210,50,100). Have the tank something like 60% opacity with the same colour as the window. You could paint on some faux-specular shine on the diffuse texture.
I attached the exported files and an ingame screenshot.
PS: There seems to be something wrong with the little picture in the hammer-menu, it is not as big and 3D as the other buildings, I don't know why.
EDIT: See last post for updated files
There is some weirdness in the model: the cistern shouldn't be squashed, and it shouldn't have any backfaces removed.
Here are some suggestions:
-Cistern is now round and has backfaces
-New rust texture
-Rims added
-Painted some soot stains on the metal texture
-Improved chimney?(I didn't know exactly what you meant with "Remove pirtch by flaring out the chimney", so I just modelled what you painted ;))
-Better scratches on the glass
I think it looks strange that the window to an unlighted container is light blue, so I made it a darker blue.
Also the chemlab is now 3700% less awesome because of missing fuchsia colours. I agree with you that this colour might not fit in the OC universe, but the window should at least turn pink when producing something! :D
I finally got the blend file more or less working, so I will attach it too.
EDIT: See latest post for updated files.
Try changing the pass Scene.material to this. Should give you better lighting in game. Also, for the grunge on the metal, set it to "Overlay" drawing; that way it won't look like solid paint covering the details. (I'm assuming whatever program you're using has Overlay drawing mode :I)
I took a look at the UV-map, and it's freaking me out. Your modelling is pretty good, but in the future try to keep your UV's very clean and understandable.
Have a look at the Shipyard's texture in the game files (currently it is nothing but a UV-map): cleanly spaced islands in a logical manner. Always fully unwrap the model before you begin to texture anything; don't use the texture as a "material library" which you sample the same space from multiple times, it makes it very difficult to change later. For the Chemlab I'd say just keep it as is, because I know how much of a pain it is to totally redo a texture.
Also notice the scale of the shipyard's texture; you don't need a whole lot of pixels for it to look good in OC. Start by painting at 256^2px next time, instead of painting high-res and scaling down after (much less work involved that way).
>Try changing the pass Scene.material to this. Should give you better lighting in game. Also, for the grunge on the metal, set it to "Overlay" drawing; that way it won't look like solid paint covering the details. (I'm assuming whatever program you're using has Overlay drawing mode :I)
Thank you, great tips! (before and after)
>I took a look at the UV-map, and it's freaking me out. Your modelling is pretty good, but in the future try to keep your UV's very clean and understandable.
It is the UV-map from the original, I didn't want to redo it because I don't have the original textures. If I make one on my own, i will of course keep it clean ;-)
>Also notice the scale of the shipyard's texture; you don't need a whole lot of pixels for it to look good in OC. Start by painting at 256^2px next time, instead of painting high-res and scaling down after (much less work involved that way).
Hm, why? Isn't it easier to paint 1024² and scale it down to 512² or 256² afterwards? Instead of noticing that it is to small and not being able to make it bigger without having it pixelated?
>It is the UV-map from the original
Oh! Well that explains it. I hope I didn't sound too condescending, then. :o
Well, if you make the mistake of painting at too low a resolution then I guess that could cause a lot of trouble. However, anything over 256^2 is going to be sufficient for pretty much anything in OpenClonk unless it covers like, half the screen. :D
You can get an insane amount of detail into a very small texture if you do it right. For example: model, texture.
>The only thing I can remark upon is the wonkyness of the whistle/chimney at the top.
I thought we want wonkyness in OC? How shall I improve the whistle?
-Improved rust textures
-Texture is now 512x512
-Added UV-coordinates for some little parts
-other stuff I don't remember
Unfortunately, there is no ingame-screenshot this time because I couldn't convince Eclipse to update the texture.
Thank you for your support Ringwaul, if you compare my first version to this one you will see how much it helped!
I attached the zipped game files (mesh, material and texture) and the Blender 2.49b file.
I hereby license the files Chemlab_ingame_files.zip and chemlab_improved.blend under the CC-BY license
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