Source Filmmaker

Source Filmmaker

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"Observer" Spy Prop Pack 3
   
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Universe: Team Fortress
Model
Models: Architecture
Tunnisteet: SFM
Tiedostokoko
Julkaistu
Päivitetty
45.452 MB
27.5.2015 klo 14.51
2.6.2015 klo 10.33
2 muutosilmoitusta ( näytä )

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"Observer" Spy Prop Pack 3

1 kokoelmassa, tekijä Astute
"Observer" Spy Set SFM Assets
12 luomusta
Kuvaus
This is the third prop pack, featuring large props and structures. I made these structures several months ago as part of a effort to make my own SFM maps for filming/rendering. I wanted a sort of film noire rainy-day european city feel to my shots. Essentially, creating a locale that isn't really featured in any of the TF2 maps that currently exist. I went about it in Hammer at first, but quickly I lost my patience with the tool, as it crashes very frequently and has several issues when compiling high poly models. In fact, during this project I literally hit Hammer's upper vertex limit.

So, I went back to the drawing board, tackling the map problem from several different angles. It took several iterations to get even close to what I wanted. In the end, I achieved "reasonable" results, though not quite what I was hoping for.

On the topic of how these buildings work, they are made stand-alone, with hot-swappable textures and colors. You can paint any of the buildings by simply overriding the materials. They are also heavily bodygrouped, letting you turn off features such as windows, rails, doors, etc. They also have a layer of Ambient Occlusion baked over top of the mesh. Think of it as a second skin wrapped around the building. Is usually makes the buildings seem more realistic, though it can clip or edge the mesh at certain angles or distances. If you have any trouble with the ambient occlusion texture, you can turn it off by toggling the "detail" bodygroup.

The main reason these buildings/props are grouped together is due to their shared texture cache. Each structure draws from a shared group of textures. Due to the way the AO trick is applied, you can use the same brick/stone/metal texture as you would a brush in Hammer, with infinite tiling, but still have the ease of use of a placeable prop in SFM. The fence and street props also draw from this texture cache, and therefore are included.

Finally, we have the euro_lane building. Not actually a building, but instead a rig. When I originally worked on my initial scenes, I planned them out in Blender. Instead of exporting the entire scene as one gigantic prop, I broke all the buildings down into reusable pieces, and then exported the animated rig out as just a road and a bunch of bones. On the SFM side, I snapped all the buildings back into their respective places. I did this as a way to get around several compiler and tool constraints, namely vertex limits. It was no simple task, however, and afforded weeks of testing and frustration to get right.

You can ignore the euro_lane building if you want. I'm mainly including it for others who want to snap together the scene I used for my promos. When snapping buildings, be sure to snap the bones to the "roottransform" of the building you wish to add, and bind the roottransform's "pos" and "rot" values separately. It just gives the least amount of grief if you do it that way.


Buildings: "models/buildings/euro"
Props: "models/props"


bui_euro_brick_tunnel.mdl
-A sort of storm tunnel/side route from the upper streets. Has a nice alcove/tunnel effect on shots.
-Paintable
-Bodygrouped, you can turn off everything but the exterior arch.

bui_euro_apartment.mdl
-A simple apartment building.
-Paintable
-Bodygrouped

bui_euro_arches_front.mdl
-A building with arches at its base, intended for law/business offices.
-I didn't model a door, because it wasn't needed for the shot.
-Paintable
-Bodygrouped

bui_euro_bar.mdl
-A simple pub/bar with rooms on the upper floors.
-Paintable
-Bodygrouped

bui_euro_cafe.mdl
-A cafe/coffee shop, with rooms on the upper floors.
-Paintable
-Bodygrouped

bui_euro_slim.mdl
-A slim apartment/store.
-Paintable
-Bodygrouped

bui_euro_storefront.mdl
-A set of two antique/classic european style shops.
-Paintable
-Bodygrouped

bui_euro_woodfront.mdl
-A rustic store with a wooden panel front and canvas shades over the windows.
-Paintable
-Bodygrouped

bui_euro_hydro_tunnel.mdl
-A hydro-electric dam tunnel.
-The valve/door in the back of the tunnel is rigged, and can be rotated.
-The water is tricky to render properly. Apply liberal amounts of lighting to get it to shine.
-Paintable
-Bodygrouped

prp_city_street.mdl
-A simple street prop.
-Low quality
-Can be chained by snapping one street to another street's high bone.
-Paintable

prp_park_fence
-A simple brick park fence.
-Can be chained by snapping one fence to another fence's high bone.
-Paintable

bui_euro_lane
-The street rig used for the "Raincatcher" and "Wetworker" promotional material.
-You can snap various buildings found in this pack to the various bones on the street. They are labeled according to their street side(left or right), their number order, and the building type used.
-Paintable
-Bodygrouped


All props were created using the Soldier as scale.

Includes:
buildings\euro\bui_euro_apartment.mdl
buildings\euro\bui_euro_arches_front.mdl
buildings\euro\bui_euro_bar.mdl
buildings\euro\bui_euro_brick_tunnel.mdl
buildings\euro\bui_euro_cafe.mdl
buildings\euro\bui_euro_hydro_tunnel.mdl
buildings\euro\bui_euro_lane.mdl
buildings\euro\bui_euro_slim.mdl
buildings\euro\bui_euro_storefront.mdl
buildings\euro\bui_euro_woodfront.mdl
props\prp_park_fence.mdl
props\prp_city_street.mdl


Links




43 kommenttia
SOPPING pussy baby 1 7.12.2022 klo 14.29 
is there someone where i can download the models directly? for some reason it wont download through the steam workshop
Tiretracker 18.1.2022 klo 16.56 
Tried and failed to find a good map that looks like a TF2 new york financial district, so I guess I can use these to make my own.
rgweh 7.9.2021 klo 12.24 
Astute  [tekijä] 3.5.2020 klo 17.01 
Oh wow, took me a second to notice them. Great work!
Sututiv 3.5.2020 klo 13.33 
Truely amazing models. I made this using the buildings https://steamcommunity.com/sharedfiles/filedetails/?id=2083770117
Kill 16.2.2019 klo 15.09 
OMG this is awesome thanks
Astute  [tekijä] 20.8.2018 klo 9.21 
It's been ages since I've used the roads. There is a "high" bone on the road. Lock the low/root bone of one road to the high bone of another, and then One/Zero the locked bone into position.
vladix 20.8.2018 klo 5.01 
How do you chain the roads? Using that method doesn't seem to be working. Also, do you have a divider that can be used to separate lanes?
[S-M] Real Jonathan Ingram 22.4.2018 klo 14.50 
I wonder why the backs of the buildings are transparent
Tom 29.10.2017 klo 13.22 
Cheers mate!