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DanielNL

[Project paused as the new EU map will bring in new tall apartments] Requiring help to optimize barn [finish apartment building model (about 80-90% finished).] Shared credits ofc.!

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I would really appreciate some finishing help on my tall 3D apartment building now, trying to get the stairs to the roof fixed (after that I'll try to add textures, 3d objects in rooms etc.).

Almost all apartments complete, should pretty much only be few doors and windows missing (I can finish all windows/doors, but if you want to do it, please make it precise, compare it to the existing heights/values of doors/windows. Several of the values of the house are even after german industry standards lol xD I looked up some values on internet)

 

Here you can access it via TinkerCAD (I made a private backup ofc) or you can download the .OBJ file here: https://ufile.io/22e301

TinkerCAD direct access here (free autodesk account required):

https://www.tinkercad.com/things/ceERKh2TKIG-house-3-rich-basement-stairs/editv2?sharecode=4DLfWKNtrSbXf9rV-Ds0j7bQjSEemZBY_4TgGVNolw0=

click here for free 3D view, walls made invisible for view (Sketchfab):

-> -> -> -> -> -> https://skfb.ly/66oDY <- <- <- <- <- <-

 

And ofc. we will share credits for this asset :) (I have an idea for an easteregg in the texture xD )

 

Setup will probably be like "as war started, all citizens abandoned the house and only left few things in it" (big furniture), also I'd say 5-10 apartments totally empty, like they hadn't found tenants yet. Each aparment will have small bathroom, small kitchen and bedroom (just like my old apartment had lol).

 

WIP screenshot (not latest):

avatar4.jpg


 

 

Edited by DanielNL

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Due to UE4's ability to use instancing, my biggest suggestions would the following:

  • The small part at the back of the model is an elevator shaft, right? If not, please include an elevator as no 11 floor building that I know of would be without an elevator. 
  • Create the ground floor (unique layout with lobby)
  • Create the "middle" floor layout (just one is fine)
  • Create the top floor which includes the roof model aspects.
  • Don't make furniture part of the actual model, if you want to create matching furniture props, model and export them separately. 
    • Fixtures like a bath and toilets could be argued either way, but I would say if the floors were instanced, and you cull the fixtures completely from the LOD from LOD2, it shouldn't be that much of an issue.

This way it will become modular and mappers can make the buildings as tall as they need it to be. If you model a static 11 floor apartment building, it could potentially really limit where it could be used. In PR we had to worry about draw calls much more than the squad devs have to, especially with things like this where they can be instanced in close proximity. 

 

The benefits:

  • Static becomes more versatile
  • Better for performance (GPU wise)
  • If furniture is exported separately, they could be used in other areas as well

Finally, on the stairs side of the building, it seems like the rooms are sealed (the door has geometry over it). If those won't be open, then don't bother wasting tris on the room geometry.

ef8062ffb0674d6ca743b394161f68fe.png

 

Edit: Oh and your stairs need a lot of optimization

14804060326b410da5331617a2b4ae6d.png2ccbc447985c46aea15bcf5275791b0a.png

Edited by Psyrus

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Thx for the reply.

I count 10 floors (and then also basement and roof, which would be "12 floors")

Yes ofc elevator shaft in such tall building (without elevator cabin as it won't be able to move in Squad I assume, would have quite some server performance impact to program a moving cabin, or?).

 

What do you mean by "create" floor x, y, z, "layouts" ? Single 3D models of just ONE "middle floor" section? But then the 3 parts (roof, middle floor, basement) must be attached together in Squad SDK/UE4, or? o_O

 

I plan on making a 2nd version which is "only" 8 floors, so we have 10 and 8 floor version. :)

 

Lol ofc the doorways will all be open (not sure if' I'll/we should add opened doors to this model... ? :P ) it's just a WIP bug in sketchfab, in TinkerCAD I will make all the doorways (the block you see stuck in the doorway) as "hole" and there will be a door opening. :)

 

Wtf those stairs lol, what are all these yellow lines there? O_O I simply attached triangle to triangle to create my stairs... :P

Only 17 shapes, each staircase... see here (18 sec video):

 

 

Maybe MeshLab can fix the stairs?

Edited by DanielNL

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8 hours ago, DanielNL said:

Yes ofc elevator shaft in such tall building (without elevator cabin as it won't be able to move in Squad I assume, would have quite some server performance impact to program a moving cabin, or?).

 

With blueprints you could totally create a working elevator, that wouldn't be a problem, but for now as long as you have an elevator shaft it should be sufficient. 

 

8 hours ago, DanielNL said:

What do you mean by "create" floor x, y, z, "layouts" ? Single 3D models of just ONE "middle floor" section? But then the 3 parts (roof, middle floor, basement) must be attached together in Squad SDK/UE4, or? o_O

 

 

36004966738646238d1a521a3072d117.png

 

Basically you would split this model into 3 pieces (the ones with the boxes around them). Then it would be up to the mapper to put them together in UE4, and actually using blueprints you could create a "Daniel's MultiStory Apt Building" blueprint which has a couple variables like:

- Number of floors

- Exterior color

 

Then using the power of UE4's blueprint scripting, the mapper could just drop in the blueprint, set the two variables and have the system take care of creating how many floors he asked for and coloring the outside of the building the color he requested. Much more versatile. 

 

For the coloration I'm not sure if this is the right technology, but something similar to it could be used afaik.

 

Edit2: Found a better video for the coloration

 

8 hours ago, DanielNL said:

I plan on making a 2nd version which is "only" 8 floors, so we have 10 and 8 floor version. :)

 

If you do the above, you don't have to make separate versions for each different  use case. That's a 1990's way of thinking ;)

 

8 hours ago, DanielNL said:

Wtf those stairs lol, what are all these yellow lines there? O_O I simply attached triangle to triangle to create my stairs... :P

Only 17 shapes, each staircase... see here (18 sec video):

 

Is tinkercad your first modeling experience? If so, there is a lot you still have to learn before you'll be making game-ready assets. Basically those yellow lines are "edges", and they connect adjacent "vertices". tinkercad abstracts these things out because it's basically a prototyping tool, not a serious modeling toolkit. Once you have your basic shape, you should export it to blender and fix the myriad of issues with the model. Honestly those stairs look so messed up it would be better to make them from scratch again, I reckon. To put it simply, those stairs are unacceptable from an optimization point of view, especially given how many of them there are on your model.

 

 

Edit : Oh and please tag me like @DanielNL so I know when you have replied. I'm basically trying to "pay it forward" for all the help I received on my first ever model so many years ago

http://www.realitymod.com/forum/f388-pr-bf2-community-modding/99306-static-model-generic-garage-wip.html

Edited by Psyrus

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@Psyrus I expected you to have subscribed to this thread already... (EMail notifications?) Yes TinkerCAD is my first experience (easy to use!), at least it's from Autodesk, a known company :P Yeah I understand now why my stairs have so many edges, I will replace the stairs by ready stairs (I found a nice model by the Tinkercad community, included it in my model below) someday soon. Btw. here my other models, all created by me within the past 24h :D :

 

https://skfb.ly/66FrG

 

https://skfb.ly/66F9o (lol @ faces amount)

 

My proudest result so far:

https://skfb.ly/66FYL

 

Btw u used Blender a lot? Can you help me with a problem?

Thx a lot for the tips so far!

Edited by DanielNL

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3 minutes ago, DanielNL said:

Btw u used Blender a lot? Can you help me with a problem?

 

No, I used 3ds Max exclusively. I've tried blender but I couldn't be bothered using the UI so I just went back to the Autodesk products. 

 

How did I have those products? Student license from my old Uni ;) 

 

3 minutes ago, DanielNL said:

 I expected you to have subscribed to this thread already... (EMail notifications?)

 

I have enough email spam, don't need more from the squad forums

Edited by Psyrus

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This thread project is on "halt" til further notice as there are tall apartment buildings in the new EU map anyways (from what we all can alreadyy see in screenshots)! :D (unless sb. wants to work on this you are free to do so! :P It'll be appreciated!)

 

However I do look for people to help me optimize my barn! (reduce faces, vertices, edges) :) (Blender, freeware or any software u wish)

 

I'm currently focussing on other props as most of you probably saw in The Wrench... ;)@Psyrus working on greenhouses right now, they're coming along REEEALLY nicely! :D

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20 hours ago, DanielNL said:

This thread project is on "halt" til further notice as there are tall apartment buildings in the new EU map anyways (from what we all can alreadyy see in screenshots)! :D (unless sb. wants to work on this you are free to do so! :P It'll be appreciated!)

 

However I do look for people to help me optimize my barn! (reduce faces, vertices, edges) :) (Blender, freeware or any software u wish)

 

I'm currently focussing on other props as most of you probably saw in The Wrench... ;)@Psyrus working on greenhouses right now, they're coming along REEEALLY nicely! :D

 

That's great and all, but I'm going to point out a small harsh reality. Unless you have a friend or someone online lined up to take over these things from you, you're most likely not going to get a bite on doing all the crap-shoveling work on your models. 

 

The basic modeling of the shapes is the fun part, everything that comes after that (which is what you're asking others to do) is an uphill battle to get it into the game. 

 

I (and I'm reasonably sure others are) am happy to guide you in learning the relevant skills, but you're basically going to have to learn:

  • Proper 3D modeling software
  • How to do basic model optimization
  • UV unwrapping
  • Basic texturing 
  • FBX export pipeline

Then what you're doing has a better chance of making it into a mod. As your current system of "here, I threw these together in a 3d prototyping program, finish it up plz" is really not going to cut it.  

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Why "FBX" export pipeline? Is that a lot to learn about the FBX file format? Do you have experience in Blender? @Psyrus

Edited by DanielNL

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Ah sorry. Which 3DS Max version do you have? (I have 2017 version installed but didn't start the 30-day trial yet, would like to do that when you have time to teach me a few things? In VoIP Discord?) @Psyrus

Edited by DanielNL

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On 05/03/2017 at 11:13 PM, Psyrus said:

Edit: Oh and your stairs need a lot of optimization

 

yep. ReducePolys or, better still, WeldPoints, to get rid of those excess polys. - these are Lightwave3D commands but i'm sure you can find the same/similar in your 3D software.

 

And @Psyrus is right: you will have trouble finding someone to clean up (optimize) your work. It takes a lot of time to build structures such as these and then manually reducing polys or welding points to optimise them takes a lot longer depending on how complex they are. i'll post a pic of the stairs i made, after work ... if i remember :)

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12 hours ago, DanielNL said:

Ah sorry. Which 3DS Max version do you have? (I have 2017 version installed but didn't start the 30-day trial yet, would like to do that when you have time to teach me a few things? In VoIP Discord?) @Psyrus

 

I actually haven't done modeling for several years, I think I might have 2016 and 9  installed but I couldn't be sure. 

 

Unfortunately I don't have the kind of free time to hand-hold you through the program, but there are a plethora of online resources available for free that will teach you all the skills you need. 

 

Learning the basics:

http://www.3dtotal.com/tutorial/1686-beginners-guide-to-3ds-max-01-introduction-the-interface-by-isaac-oster-beginners-fundamentals

 

https://www.youtube.com/watch?v=3oLXZB9fg6A

 

https://www.youtube.com/watch?v=xdVZmSLuJgs 

https://www.youtube.com/watch?v=gcr9DMhnhOY

https://www.youtube.com/watch?v=D3JljN1ahNc

 

 

https://knowledge.autodesk.com/support/3ds-max/getting-started?sort=score

 

http://www.creativebloq.com/features/10-top-3ds-max-tutorials

 

Exporting to Unreal Engine 4

https://www.youtube.com/watch?v=hKH8OWPI0X8

 

Great tutorial about getting models like your to be game-ready

https://forum.paradoxplaza.com/forum/index.php?threads/official-tutorial-guide-how-to-turn-a-model-into-game-ready-asset-3ds-max.857689/

 

 

 

One big suggestion is that if you don't have a way to get a licensed version of Max (through student or illegal means) then you should start off learning from the open source solutions, since the skills (on the program) aren't really transferable. 

 

A big thing you need to learn is why I circled these parts on the following image:

5b63536ca0a04b629b86ad87d581dd49.png

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23 hours ago, DanielNL said:

Well, I am currently busy with this barn (you can enable wireframe, the stairs are ok): @LaughingJack https://skfb.ly/6oAsL

 

Barn looks good so far, nice effort too - but still a lot of redundant polys to reduce, as @Psyrus has pointed out.

 

... oh yeah, was gunna post my stairs ....

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7 hours ago, DanielNL said:

Then it seems optimizing a model needs some analytical thinking @Psyrus   :P

 

No, not at all. It just requires superfluous vertices to be removed. ^_^

 

You still have a lot to learn but if you put the hard work in now, you'll gain a skill that is both very enjoyable and can help a lot of mod teams in the future. 

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To add to what Psyrus has written: Start Simple. Take a cube mesh or some other primitive volume, unwrap it, put some material on it, repeat with a different but similarily simple volume. But take your time, learn up on why everything needs to be done the way it's being done, read up on the fundamental ideas behind all of this before trying to do more complex assets. It's very easy to aim too high, to want to achive too much at once, to quit out of frustration half-way through. So start simple, do some reading before you actually start creating. What's a verticle, what's a polygon, what's a tangent normal vector, what's a UVW map, etc and how does all of this apply to what I'm trying to achive? There is alot of theory behind 3D content creation. But it really pays off to know it and be able to use it in a creative context.

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