[Assets] jim´s collection

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twowolves
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[Assets] jim´s collection

Post by twowolves » Sun Jun 23, 2013 9:37 am

(Creative Commons Attribution-NonCommercial 3.0 Unported License)

i am going to use this collection thread to share my custom Overgrowth content.
To install a file, please copy the Data folder into your Overgrowth folder structure and commit in the event that you are asked to replace files.

characters

rabbitZ (updated)

Image

http://www.mediafire.com/download/ma52k ... itZ_v2.zip

...

weapons

weapon pack 01
http://www.mediafire.com/download/emo9w ... pack01.zip

kendo-sticks
Image

viola
Image

rat sword and club

Image

rabies pack sword
Image

...

props

---- general ----

blueprint_primitive_set
Image
http://www.mediafire.com/download/75r3t ... itives.zip

---- accessory ----

mask_fancy
Image
http://www.mediafire.com/download/476as ... _fancy.zip

---- edefice ----

watchtower
Image
http://www.mediafire.com/download/o2gf1 ... htower.zip

ruin_set
Image
http://www.mediafire.com/download/gx18g ... in_set.zip

---- environment ----

landmark_lantern
Image
http://www.mediafire.com/download/ws484 ... antern.zip

landmark_pillar
Image
http://www.mediafire.com/download/xw310 ... pillar.zip

decor_barrel_rope
Image
http://www.mediafire.com/download/d35c8 ... l_rope.zip

decor_trapdoor
Image
http://www.mediafire.com/download/lgu4x ... apdoor.zip

decor_column_rope
Image
http://www.mediafire.com/download/15tz4 ... n_rope.zip

...

---- hotspots ----

medikit
Image
http://www.mediafire.com/download/5rej7 ... edikit.zip

...

---- vegetation ----

...
Last edited by twowolves on Mon Jul 29, 2013 4:13 pm, edited 11 times in total.

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twowolves
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Re: [Assets] jim´s collection

Post by twowolves » Sun Jun 23, 2013 9:37 am

i am planning to build a bunch of models for my Overgrowth projects.
i figured i would collect everything in one thread so that i wound not spam the forum too much.

im thinking i will make a new post for each new file with some details and edit the first post with the download link.

i ment to obey to the folder structure requested for SUM however now did deviate from it a bit for convenience sake.
Assets are not organized by project but by type, that way they can be reused in all my maps and if another modder would like to use some of my props they do not have to have the corresponding map installed.
i suppose things will get much easyer once we can add content to SUM by ourselves and set dependencies.
For now i thought i will pack all necessary files for a map into the maps zip as well as adding them here separately.
That would mean that you may already have content installed that is included in the map but you would be fine by just replacing them.
Numbers in the folder structure are just for my own conveniance.
Everything is still confined to my Data/Custom subfolder though so i think it should be fine for everyone.

i will start of with my first structure tests

Image
Image

The OG way of doing things is still rather new to me, i made this set in an attempt to better understand the weights and details.
This whole project also serves to familiarize myself with 3D Coat which i recently added to my toolset.

i made the tile detail texture a while back with Sculptris for another game project but never used it.
i rather like the way it works together with the "tan_marble" detail.
In fact, i find the whole weighted detail blending to be very pleasant, both in creation and result.
Last edited by twowolves on Sun Jun 23, 2013 10:27 am, edited 3 times in total.

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twowolves
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Re: [Assets] jim´s collection

Post by twowolves » Sun Jun 23, 2013 9:37 am

Next, a set of primitivs for my blueprint playground map.

Image

-> small room, ball, box, cylinder, halfpipe, bridge, triangle, pyramide and stairs.

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twowolves
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Re: [Assets] jim´s collection

Post by twowolves » Sun Jun 23, 2013 10:30 am

i started so build landmarks to be placed along roads to give orientational directions and fill the scene.
i feel the pillar does work well and mean to build more of such milestones.
i'd really like to tag the wooden parts with hieroglyphs/symbols from the OG universe.
Would be nice if we could agree in an alphabet of some sort :D
Ninjas mentioned that he does have a chart of symbols but that he was not sure if he would stick to the present ones.

Image
Image
Image
Last edited by twowolves on Wed Jun 26, 2013 2:22 pm, edited 1 time in total.

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nebd
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Re: [Assets] jim´s collection

Post by nebd » Sun Jun 23, 2013 11:59 am

Looks amazing!

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Gogg.B1
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Re: [Assets] jim´s collection

Post by Gogg.B1 » Mon Jun 24, 2013 12:26 am

Great job I can't wait to use these they look really good

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Markuss
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Re: [Assets] jim´s collection

Post by Markuss » Tue Jun 25, 2013 7:33 pm

cool stuff, is there a specific theme or are these just random models?

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twowolves
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Re: [Assets] jim´s collection

Post by twowolves » Wed Jun 26, 2013 2:46 pm

Aww, thank you guys for your encouraging words :)

Motivs for building these vary a lot, so yes it probably is going to look somewhat random in here in the end.
i enlarged my map project a bit and some models like the landmarks i build specifically for that.
Other things do not have much purpose but are mostly to figure out workflows, like the ruin set.
And some i just build because i am much in the mood for it regardless of reason like the kendo sticks.

my map is taking a while longer than anticipated and since people here work on great things for Overgrowth all the time i figured i could unload props as i go along in case somebody would like to use them.

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SteelRaven7
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Re: [Assets] jim´s collection

Post by SteelRaven7 » Sat Jun 29, 2013 2:50 pm

Awww yeah, these are looking excellent! I really like how they fit into the OG art style as well, and appear to be pretty modular. Keep it up!

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twowolves
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Re: [Assets] jim´s collection

Post by twowolves » Sat Jul 06, 2013 9:35 am

That is so nice, thank you SteelRaven :D

i made this watchtower to further test the production and use of weight maps.
It did not quite turn out the way i wanted it to look and the method of texturing took too much time as well.
This project taught me much though and i have another approach in mind now that hopefully will improve both factors further.
Image
Little walkthrough and some development.

These two are more 3D Coat experiments i made fitting for the watchtower.
i will add them seperately for they seem reuseable enough.
Image
Image

The trapdoor project really gave me ever more confidence in the power of normal maps in OG.
Image
Enjoyed a good hour just spinning that thing in the sunlight :lol:
One bad thing, if you want to scale it you will stredge the ring, so i will add a nother version with seperated parts at some point.

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Anton
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Re: [Assets] jim´s collection

Post by Anton » Sat Jul 06, 2013 9:56 am

Hey, I've been preparing to add this items into SUMLauncher, and I'm curious about how you would like them grouped together. Do you want each set as its own installer, or would you prefer each one separate. I only ask because it seems like they could go together easily, AND basically most of the file size comes from just one of the downloads... Let me know.

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twowolves
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Re: [Assets] jim´s collection

Post by twowolves » Sun Jul 07, 2013 10:37 pm

Image

Image

Yeah, i don't know, ... i wanted to test skin tight accessory and then, ... this happend. :lol:
This was the first time that i used the 3D Coat retopology tools, some of the functions really are quite genius but i do still prefer Topogun for its precision, speed and ease.
Also 3D Coat's retopo mesh shading gave me an good headache even with this short session and for some reason one is not able to change the colors.
i tried some color and tint variations with this model as well.
Anyway, the pipeline did work out well enough and i now am all excited to make some proper armor and the like.

Many thanks to Korban3 for the attachment .xml!

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twowolves
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Re: [Assets] jim´s collection

Post by twowolves » Tue Jul 09, 2013 7:04 am

i had a low day and was not in the mood to do anything from my schedule and so figured i would just do whatever i was in the mood for.
Turned out it was a barrel :D
Image

Boy, did that thing cheer me up :lol:



The main prop is static but i added the physics test as well for your amusement.

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Markuss
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Re: [Assets] jim´s collection

Post by Markuss » Tue Jul 09, 2013 9:20 am

lol, i was gonna ask, did u just make them into weapons? but then i heared the sound in the vid.

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last
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Re: [Assets] jim´s collection

Post by last » Tue Jul 09, 2013 9:25 am

There isn't much options in the game right now to have objects with physics in the map. You either have to create a object that has weapon parameters or object that has item parameters, like armor plates, bags and so one

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