
The current colours on the model is not intended to me the actual material; they are simply representations of materials:
Brown-Wood
Grey-Metal
Maroon-Brickwork
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I think it's a little bit too cartoonish, I mean the front door and the roof are too big compared to the whole building. I like a more realistic look, like the workshop from the western pack.

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Okay, it doesn't look like you could construct a blimp (or any other type of air-vehicle) in it, I think.

The tools workshop should look way more kludgy. It is the first workshop in the game, fast build with just the little things you need. So you could leave out the building next to it and just give the shack.
This is a little a sketch of what I had in mind when first thinking about the tools workshop (if we don't want to animate the clonk inside, you could just add a fabric door to hide the insides):
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>Produces tools and explosives for mining and constructing: Hammer, Shovel, Axe, Wire, barrel, wooden lorry
How they make explosives or a lorry at that place?
Edit: now I got the building order, yeah put some little gas tank (just for the illusion) on the side of your place, for the first little explosives and it is ok.

But actually I don't know how to fit both, a chemistry lab and a forge, inside one building. Cover the whole front with anything and you you don't need to worry about what the clonk's doing. In that way the construction will lose some details.

To create basic explosives with a mysterious boiler-thingy would be more understandable ;-)
Additionally, I miss a workbench in your sketch. (Perhaps where the stone oven is now)

I'm thinking of a few additions... maybe we could have a shelf with a few chemical bottles on it? The back wall looks a bit empty when you turn the camera around. Also, you can't see them, but there are two planes on the back wall for alpha-mapped tool textures.
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Overall, I would make the oven even bigger (without the round stuff at the top) and let it occupy the area where the battens are now.
Since this is only a sketch of yours, I can't complain much. I think for the final model, one could add
- more details such as a workbench, some canvas cover somewhere or a sign showing a big hammer on one side (these are just examples)
- irregularities (see above) which make the workshop seem less perfect and more banged-together. A slightly awry roof out of battens, and awry and different support beams on each side as well as battens hammered together at the sides (or front).
You get my idea?


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Make the chimney square-shaped instead of cylinder-shaped, make the sign a little bit bigger (~150%), turn it left a little (10-15°) and put it on the beam to the right. Texturing the building would be a good challenge... or would you like to do it yourself?
I wonder how it would be possible to animate the usage of the boiler (fire etc). Certainly not with bone animation... hm.

I could have a try at texturing this; I haven't really done much lately.
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Why we do not use normalmaps ? . It would look much better :(

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