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Acumen
06-16-2009, 03:30 PM
Hey there, after the portholes i decided to do something more universal and called it panels :o
for myself i have some variations planned. are there maybe some special sizes that you'd absolutely like to have ? or maybe a 2nd texture version without the "paint chips" ? just tell me, i thought I'd ask before modeling this time :)

here's the first one anyways:

http://acumen-design.de/projects/show/panel1_ingame.jpg

The Political Gamer
06-16-2009, 03:41 PM
That looks good keep it up!

Void
06-16-2009, 05:27 PM
Make ones with common Hammer sizes. Like 64x128 or something.

Malcolm
06-16-2009, 05:49 PM
what does this "panel" actually do? It just looks like a plate in the wall with a clip...

Void
06-16-2009, 05:55 PM
Do you really want to know? You feelin' lucky, punk?

Bonafide
06-16-2009, 08:07 PM
what does this "panel" actually do? It just looks like a plate in the wall with a clip...

usually they are things like electrical boxes behind the panels.

Acumen
06-17-2009, 10:17 AM
yes, something along the lines of what Bonafide said. some electric stuff inside ^^
if anyone should have a proper refpic of a better grip or some gimmick, go ahead and share, i'd love to adapt it into the pack :)

thanks for your feedback so far, guys !

Malcolm
06-17-2009, 03:55 PM
well, now I understand :P
Nice panels... ^^

Void
06-17-2009, 04:33 PM
Can you make one where the 2 parts are separate? So like, one is the base with a few wires where the door would be, and the other is the actual door.

Acumen
06-18-2009, 11:10 AM
do you mean kinda like this ? if you could find a image of the idea you have, i'd definately give it a go.

http://www.asbestostesting.co.uk/images/fusebox.jpg

The Political Gamer
06-18-2009, 11:19 AM
do you mean kinda like this ? if you could find a image of the idea you have, i'd definately give it a go.

http://www.asbestostesting.co.uk/images/fusebox.jpg
That would go perfect with the Spytech stuff.

SuperNerd
06-19-2009, 03:20 AM
Yeah, if you could make some partially open that would be nice.
Cause the you could make a sort of fuse/electrics room.

Acumen
06-21-2009, 04:15 AM
ok you guys, since i didn't fully understand what you meant with the wires i decided to do a bunch of versions, maybe there's one that you like in the end :)
although it hasn't anything to do with my simple panels i planned to do, i still post it in here ;)

http://acumen-design.de/projects/show/fuseboxes_render.jpg

zpqrei
06-21-2009, 04:57 AM
ok you guys, since i didn't fully understand what you meant with the wires i decided to do a bunch of versions, maybe there's one that you like in the end :)
although it hasn't anything to do with my simple panels i planned to do, i still post it in here ;)

http://acumen-design.de/projects/show/fuseboxes_render.jpg

sexy!

laghlagh
06-21-2009, 05:56 AM
ok you guys, since i didn't fully understand what you meant with the wires i decided to do a bunch of versions, maybe there's one that you like in the end :)
although it hasn't anything to do with my simple panels i planned to do, i still post it in here ;)

http://acumen-design.de/projects/show/fuseboxes_render.jpg

Jesus CHRIST!

eerieone
06-21-2009, 07:15 AM
holy hell, its so good that i also need to quote the picture :P
really awesome
but, a question, whatīs the polycount on these?
i see some round buttons and cables which look a bit expensive for a "minor" prop like that
keep the polycount down and work with textures to get the nearly same effect of roundness

http://acumen-design.de/projects/show/fuseboxes_render.jpg

keep it up, itīs fantastic

Howling
06-21-2009, 07:25 AM
Awesome stuff! Looking good!

Acumen
06-21-2009, 07:35 AM
its ~2000 triangles - which is about the same polycount as the siren or chair models have - also "minor" props, imo. before i started with my tf2 modeling i studied quite a bunch of original tf2 models to get a feeling for the work- and polyflow. I realized that they are quite heavy on the polycount-side which is because a lot lot lot of the details are modeled out. especially the buttons on all of the consoles and stuff. and since you won't be putting these fusebox 10 times in a row, it's alright, imo.
i mean, one open is enough, everything else will be repetetive. the rest may be closed fuseboxes, which will have far less, so its all good in the end, in my opinion :)

thx for all your feedback so far, guys !

SuperNerd
06-22-2009, 02:32 AM
Those boxes are really good.
Have 3 types: 1 without door, 1 with door partially open, 1 with door closed.

Malcolm
06-22-2009, 08:58 AM
ok you guys, since i didn't fully understand what you meant with the wires i decided to do a bunch of versions, maybe there's one that you like in the end :)
although it hasn't anything to do with my simple panels i planned to do, i still post it in here ;)

http://acumen-design.de/projects/show/fuseboxes_render.jpg

Oh man, that's just beautiful...

Sgt Frag
06-22-2009, 12:16 PM
You could also put a warning, high voltage skin on them. (I'd leave a blank skin too)

zpqrei
06-22-2009, 02:36 PM
Oh man, that's just beautiful...

Scout quote much? :P

Smashman
06-22-2009, 07:37 PM
Wow. These look NICE. Totally awesome. Keep up the good work!

Ninjilla
06-28-2009, 01:24 PM
Holy poop! Thats looking great!

Micnax
08-20-2009, 01:30 PM
You still doing these? They're great!

Acumen
08-21-2009, 02:21 AM
well, sure i'm on it. i just thought i might do some other models first on the list, since those are rather detailled in comparison.
but since i got the best feedback for these models so far - i might do them before the lights and lamps stuff :)

Micnax
08-21-2009, 03:32 AM
Sure, take your time. I love them too much x3

Acumen
08-21-2009, 03:38 AM
thanks man, it's really nice to get that kind of feedback.
keeps the motivation level way up :)

grazr
08-21-2009, 03:56 AM
its ~2000 triangles - which is about the same polycount as the siren or chair models have - also "minor" props, imo. before i started with my tf2 modeling i studied quite a bunch of original tf2 models to get a feeling for the work- and polyflow. I realized that they are quite heavy on the polycount-side which is because a lot lot lot of the details are modeled out. especially the buttons on all of the consoles and stuff. and since you won't be putting these fusebox 10 times in a row, it's alright, imo.
i mean, one open is enough, everything else will be repetetive. the rest may be closed fuseboxes, which will have far less, so its all good in the end, in my opinion :)

thx for all your feedback so far, guys !

Just because you can, doesn't always mean you should :P

Having the option/ability to have a lower polycount is reason enough to do so, to increase performance.

That said, decent LOD versions would probably handle most of this issue.

I support the idea to have lower poly count versions, even if it is pedantic.

P.S. These are lovely.

Acumen
08-21-2009, 05:29 AM
we'll have see how the optimized version turns out in the end :)
on the lifesaver models the tubes were cut down extensively as well bringing down the polycount to a reasonable amount. we'll be all happy family :P

Sgt Frag
08-21-2009, 01:58 PM
The fuse boxes look great. You should normal map the vents, on them.

Even the trims around the buttons would come off well in a normal map. The buttons should be polies imo. And the 'raised panel' the buttons are on could be normal mapped.
That would save alot of polys, keep the detail and keep the polys where they matter (on major details).

The Political Gamer
11-08-2009, 01:21 PM
/bump Are we ever going to see these things finished?

Acumen
11-09-2009, 03:26 PM
man you sound rather rude on this :D
you're right though, i totally forgot about this piece. they'll be done in valve time, for sure !

Octoplasma
11-18-2009, 07:49 AM
make one open with a deep back. I need a place to put my intel :)

Good work BTW

Tapp
11-18-2009, 03:34 PM
In my opinion, there's nothing wrong with high poly counts, so long as LOD is well handled. It's that level of detail and 'roundness' which makes if valve standard.

Acumen
12-27-2009, 04:04 PM
finished texturing on one of the fuse boxes, obviously the easy ones :D
tried to keep them to the valve junction mining ones....

http://acumen-design.de/projects/show/fusebox1_ingame.jpg

Void
12-27-2009, 06:36 PM
Yes.

That's awesome.

Tapp
12-27-2009, 07:52 PM
Acumen you are a god. May you sit on your custom-model throne beside rexy, and find all your creations flourish throughout the custom maps of the world.

Acumen
12-28-2009, 07:00 AM
yeh, Tapp, i wish i'd see some props used more often ;)
but i guess mappers wish their map to be played on more often, as well :D

so i went over my old vent-models and adapted the style of the tf2-ones to fit better.
i made some variations and wanted to ask, which sizes should i scrap/which ones add ?

http://acumen-design.de/projects/show/vent1_wip.jpg

grazr
12-28-2009, 09:26 AM
Keep them all. Except maybe the second one from th left, under "original size". The screws don't line up properly (on the texture?) and the others give more than enough variaty in size.

edit: P.S.

http://acumen-design.de/projects/show/fusebox1_ingame.jpg

Those might look good with Blu and Red skins. Providing you execute the colours well.

Acumen
12-28-2009, 09:38 AM
they are not textured yet, just colored :)
i thought a quadratic one, for the sake of it - you're right though !
edit: i'm definately not going for red and blue skins on these, just going to add to the valve generic ones.

here's the first two textured:

http://acumen-design.de/projects/show/vent1a_ingame.jpg

Limesimme
12-28-2009, 10:58 AM
Looking good, I like what you have going on here!!
http://dl.dropbox.com/u/1423216/TF2Maps/tummenupp.png

cyked
12-28-2009, 03:25 PM
Acumen, this is some stunning work. I look forward to using it in my next map :)

Tapp
12-28-2009, 06:26 PM
Looking good, I like what you have going on here!!
http://dl.dropbox.com/u/1423216/TF2Maps/tummenupp.png

http://dl.dropbox.com/u/1423216/TF2Maps/tummenupp.png
Seconded!

Boylee
12-30-2009, 01:08 AM
I have to agree, this pack looks like it's going to be exemplary. I can't wait to use these.

Acumen
12-30-2009, 06:18 PM
k, finished texturing and compiling these, will upload this pack tomorrow :)
need to get some sleep now !

http://acumen-design.de/projects/show/vent1_overview.jpg

Tapp
12-30-2009, 06:57 PM
Whoa those are some massive vents. And they wonder how people keep getting in...

Acumen
12-31-2009, 05:26 AM
brambamdiba
RELEASE:
- including the 6 vents addidtions

http://forums.tf2maps.net/downloads.php?do=file&id=3041


http://acumen-design.de/projects/show/vent1_ingame.jpg

Boylee
12-31-2009, 10:01 AM
Top hole sir, Bravo!

Any news on when you'll release the panels or fuseboxes from earlier in the thread?

Buck
12-31-2009, 10:54 AM
Brilliant work mate ! looks amazing.

cyked
12-31-2009, 04:08 PM
These look stunning. And will fit in perfectly :) Thank you very much

littleedge
12-31-2009, 04:11 PM
It's at the point where I think you should just have a "Acumen's Models" thread.

The Political Gamer
12-31-2009, 04:19 PM
It's at the point where I think you should just have a "Acumen's Models" thread.Protip: Do this^