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Up Topic Development / Art Workshop / Sawmill
- - By Fungiform Date 2012-02-10 19:12
Hm, I probably shouldn't spent so much time on this... but ...can't...stop.

Here we have a sawmill. Not completely happy about the saw itself. The blade is weird and the whole construction...don't know.

Roof and other details still missing.



Tried some trees and "sky". Looks kind of spooky.

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Parent - By Nachtfalter [de] Date 2012-02-10 19:20
I really like that style. Keep going!
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Parent - - By Zapper [de] Date 2012-02-10 19:39

>I probably shouldn't spent so much time on this... but ...can't...stop.


"Should not" measured by what means? :)
Parent - By Fungiform Date 2012-02-11 02:02 Edited 2012-02-11 05:52
Went to bed way too late yesterday because I wanted to finish. working 6 days a week on internship here and it's horrible when not sleeping enough.
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Parent - - By Clonkonaut [ie] Date 2012-02-10 20:26
Great :) I like the style, too! As for the blade, the current sawmill imho has a very decent blade + animation so one can just keep it.

In your 'clonk unit measurement system' that's a...3 unit building? Or bigger?
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Parent - By Fungiform Date 2012-02-11 02:12 Edited 2012-02-11 05:51
It's actually four. A three building is more like a hut (rectangular). Workshops like this and the foundry are four. Consider we have to fit a vehicle in front of it which is 2 wide.
Not sure if it is maybe slightly too big. Probably need to cut the ramps. If still to big I could fix that to as its all vector.
I want to finish some more buildings first then I can paste them in a game screenshot and see how much space an average settlement would take.

Edit: I just posted the proportion system. Is not 100% the one this building is based on. Now buildings will be slightly less wide. Now this building would be a 3*(w) building.
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Parent - - By Newton [de] Date 2012-02-10 21:40
Hmm, while I like your style, in my opinion there is not much gain for the OpenClonk project in having alternative sketches for already existing models. The taste may differ, but especially the current sawmill and foundry look good and "finished" in my eyes.

What would definitely help us a lot would be to collect some ideas/sketches for the design of not-yet-existing buildings (, devices, vehicles, tools) as it is often just the lack of a sketch why our modellers (namely Mimmo, Ringwaul, Matthi) don't find the motivation to model the next building. I don't mean only buildings that are planned as a definite part of the settlement milestone release but also others if you got ideas. By the way: Do you have an overview over which models are missing for that?
Parent - By Matthias [de] Date 2012-02-11 00:49
Well, I think there is a lot to be gained with a really consistent style as can be found in these sketches - however, I would also priorise not-yet-modelled buildings over those that already have a finished model.
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Parent - - By Fungiform Date 2012-02-11 01:57 Edited 2012-02-11 02:14
This was meant as a reply to Newton:

Fear not, for I have sketches for at least five more buildings ready and I don't plan to stop.
I have the oil tower, pump, oven, chem lab (wich I would propose to be the alchemist) finished in basic design but not yet finalized. After that I thought to do some farming. Like grain fields, pumpkin and horses or something like that.

Actually If you need a design for a specific object, just tell me I'll see what I can think of. I find it extremely hard to find out what has been done or already discussed somewhere...
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Parent - By Clonkonaut [ie] Date 2012-02-11 02:45
I will see that you are informed on the morrow. I will gather all infos in one posting ;)
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Parent - - By Clonkonaut [ie] Date 2012-02-11 14:35
Okay, here it comes:
You know the Design Document - everything in there is definitely planned:
5.2.2 Foundry
5.2.3 Sawmill
5.2.4 Tools Workshop
5.2.5 Armory
5.2.6 Chemical Lab*
5.2.7 Mill
5.2.8 Oven
5.2.9 Spinning Wheel / Weaving Loom
5.2.10 Inventor's Lab*
5.2.11 Shipyard

Foundry, sawmill, tools workshop and mill are done. Ringwaul began the oven and the shipyard some time ago, still unfinished: Kitchen and shipyard.
Matthias begun the chemical lab but I have no footage to present.

No concept at all it left for the spinning wheel / weaving loom, the armory and the inventor's lab.
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Parent - - By Fungiform Date 2012-02-11 14:58
Hey there,
I am actually working on the Oven which will be a little more general a "food workshop" (hope to finish that today). Is the Oven not the same like the kitchen? I thought so :/.
Then I will definitely do the pump and the drilling rig. For inventors lab and chem lab (can we call it alchemist?) I also have a sketch but not finalized. Also I plan to go for some plants. These I can probably do as actual game graphics.

For tools workshop and armory I am hesitating because I find the classification weird. I think it should rather be one building for tools (smith or sth) and one for vehicles (workshop ). It seems strange that both buildings can make vehicle and tool sized objects. We also don't have a weapon clonk and normal clonk so I think the choice is strange but I have yet to think about that buildings.

Spinning wheel / loom seems to be an incredibly specialized building regarding that all others are generalized buildings for one game concept.
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Parent - - By Newton [de] Date 2012-02-11 15:04 Edited 2012-02-11 15:11
Yes, the kitchen is the oven. There is also already a model for the pump, however with a somewhat provisional texture (I think - which means that somewhat substantial changes could be made to the pumpjack if we deem it would look better. The pumpjack is from Matthias).


> I think it should rather be one building for tools (smith or sth) and one for vehicles (workshop ). It seems strange that both buildings can make vehicle and tool sized objects.


The original thought was this: In the tools workshop the player should be able to build all the basic tools he needs for mining - so this includes tools like shovel, pickaxe, ladder & co but also the lorry and some very basic explosives. Cannons and other big vehicles would be build in their respective workshop then (armory, shipyard). So the constructibles are not ordered by object/vehicle but by their purpose.
I however don't see the big problem with the lorry and other vehicles being produced in another building than the tools workshop.
Parent - - By Fungiform Date 2012-02-11 15:24
Oh, that pumpjack is nice :) Didn't know that it existed. Were do things like this live that I don't find them?

Must see if I can think of something with Tools workshop / Armory makes it more difficult to my mind but that doesn't really count...
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Parent - - By Clonkonaut [ie] Date 2012-02-11 15:53
Armory and tools workshop are more of a balancing than a design choice. As Newton said, tools are needed very early in the game but we don't necessarily give the player access to weapons as well. On the other hand another building is not that much effort and after the initial costs you can use it for free. Another aspect might be that all the weapons are flooding the production menu of the tools workshop.

I don't think it's a bad idea to have a seperated building for vehicles but only if there are more to come. We have the catapult, the cannon, the lorry and the airship so far. These are splitted to the armory, tools workshop and shipyard. Your container ideas might do to broaden the collection of vehicles but before we make that building we will have to think about a reliable concept of these vehicle parts. Otherwise you will end up with a building just for lorries, catapults and cannons. In a regular settlement scenario, just the lorry is needed and you force the player into constructing a whole building just for lorries.

> Spinning wheel / loom seems to be an incredibly specialized building regarding that all others are generalized buildings for one game concept.


On the contrary, the buildings are generally seperated into two parts: processing and finishing. Finisher are all buildings that produce usable objects (workshop, armory, chem lab, ...) and processors are just intermediate steps, taking raw materials and processing them into something more refined. Processors are in fact very specialised:
Sawmill: the only purpose is producing wood.
Mill: Only flour.
Foundry: More or less only metal. The gold part is somewhat minor as well as the new loam production.
Weaving loom: Cloth. Cloth is a general material . For now you will need it to make airships and balloons.
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Parent - - By Fungiform Date 2012-02-11 17:03
Makes sense,
On the other hand... loom...can we make it just a closed building where cloth comes out on one side? :D
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Parent - By Clonkonaut [ie] Date 2012-02-11 18:50
It doesn't necessarily have to be a loom. Personally I think a spinning wheel is way cooler. And you can easily exaggerate the size and metalize the construction rendering it a cool steampunk thingy.
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Parent - - By Fungiform Date 2012-02-16 18:47
Wanted to try how it looked in 3d. Not done in blender yet but I'll see to that.
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Parent - - By MimmoO Date 2012-02-16 18:57
how many polys is that? I doubt its low-poly enough. looks good nonetheless
Parent - By Clonkonaut [ie] Date 2012-02-16 19:01
Well, we don't have a particular poly limit yet...
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Parent - By Fungiform Date 2012-02-17 07:27
Its not low poly at all yet. I'm just getting started. Just wanted to see how long it would take to transform a concept into a model. It's actually quite fast as its almost only extruding the lines from the drawing.
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Parent - - By Newton [de] Date 2012-02-17 13:04
Wow, so you can model?

Many of the actual detail would be hidden in 2D - f.e. the ramp would look quite dull. Keep that in mind when modelling for OC.

Also, as we already have a sawmill, perhaps one could reuse the style of the building for another building / workshop?
Parent - - By Fungiform Date 2012-02-17 13:37
Yes I can model. Only I think I hate the controls of blender. It is a long time ago I tried and never touched that program again. And no experience with game graphics.

I understand your concern about doing the saw mill over and over its just that it is easier to try out the workflow on a "basic" building. Its just way easier to get a clear picture of a sawmill than from a loom or whatever. All in all my goal is to have a finished concept for every building. If its not used in OC then its at least for me or anyone interested to see it.

The side view of this model actually looks exactly like the concept. Only exception are the stairs I added...they should look ok.
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Parent - By Clonkonaut [ie] Date 2012-02-17 15:00

> The side view of this model actually looks exactly like the concept. Only exception are the stairs I added...they should look ok.


Always bear in mind that in the game the building will averagely be about < 200 pixels. So no 800x600 (or similar) preview will give you a sufficient impression of how it will look in the game ;)
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Parent - - By Caesar [de] Date 2012-02-17 18:11
What program did you use? And, exporting a model into blender should be relatively easy.
Parent - - By Matthias [de] Date 2012-02-17 22:55
As long as there's only the mesh. Else, it can become a wild goose chase to get all the features (animations, textures..) translated properly..
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Parent - By Caesar [de] Date 2012-02-17 22:56
Mesh was what I meant...
Up Topic Development / Art Workshop / Sawmill

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