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Naamtune

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About Naamtune

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  1. Taking shape in the direction I want. Need to add more decay effects to roofings and to the walls. Then I just gotta slap on the illumination mask.
  2. Being a newbie to 3D modeling, there's a lot for me to uncover and to learn. The last progress I made I was getting close to finishing up on the texturing of the assets when I realized something I had failed to take something crucial in to consideration: texel density. Some assets were displaying different texture quality. I did some research and found out the why behind inconsistent texture quality and what I needed to do to fix them. The problem? I would have to backtrack again. This was shortly after fixing a technical issue w/ maya that had stopped me in my track. At that moment in time I was already feeling frustrated and overwhelmed to where I felt like rushing my work and release the assets half-assed. Instead, I chose to step away from the project for time to give myself room to breathe and to come back when I feel ready. I made a few attempts to go back to work on the project, but each attempt was met with lack of will. Yesterday, I was able to go back in to the project and have fun working on the assets again. A short break revitalized my desire to finish this to the end. This project seems to be more complex than I had anticipated when I look back. I'm eager and determined to finish it to preserve historical building in digital world, especially now that the new sarcophagus have been put over the reactor 4 and the decontamination work is now in progress. I'm also happy that it's through this project that numerous challenges sprang up. I've learned a ton about 3d modeling workflow and got to explore indepth the making of the real life Chernobyl power plant. Here's what the UV looked like before and after when I corrected texel density to be consistent throughout. I proceeded to spend a few hours reworking all the UVs and is nearly done with the entire assets-- The Unit Reactor 4 half is the only remaining asset that needs to have its UV unwrapped.
  3. Well, the ventilation stack wasn't as difficult and time-consuming as I had anticipated. Base models should all be completely textured this week.
  4. Chopped down tris for Unit 3 & 4 from 6k tris to 2.5k tris and cleaned up the messy geometry. Will have the structure textured this week. Ventilation stack for Unit 3 & 4 will be tricky to work on.
  5. Progress on the turbine for Unit 3 & 4!
  6. A few ingame sc reenshots so fa r of the progress.
  7. Took most of the day yesterday and today troubleshooting why at least half a dozen of my assets weren't appearing in the Asset Editor and why I was getting format error. Turned out I forgot to set the export for my textures from PNG 16-bit to PNG 8-bit, and I had to clear out groups from the outliner, so here's an ingame screenshot of auxiliary building that joins Unit 1 and Unit 2 from the Asset Editor.
  8. Onshore water pump stations in progress. Need to do some research to find the appropriate regional industrial garage/warehouse/storage door.
  9. Nearly done texturing buildings relating to reactor #1-2. Just need to complete the sluice house and water pump station, which I hope to get done tomorrow. I'll also need to re-examine specular map for each building and adjust them accordingly. Thanks to the creators and r/CSL discord channel for helping me with my questions.
  10. Took a break to do some translation work, to collect photos, and to do some more researching. Finally got back to resuming the reconstruction of Chernobyl № 1 and № 2. I completed the base models and completed the unwrappings. Now to repeat the same process for LOD models before moving on to the next phase of development. I have a feeling the scaling of the buildings may be out of whack so I'll have to verify that soon. These buildings will come out to be a total of eleven assets and will make up the first part of the release. Construction Timeline of Chernobyl № 1 and № 2: 1972 - RBMK design was chosen over the early VVER PWR design for the new Chernobyl NPP 1977 - Completion of Chernobyl № 1, went online 1978 - Completion of Chernobyl № 2, went online
  11. The list of Chernobyl assets and photo album of ref photos keeps on growing. Green squares are ones with base models completed and red ones that are still to be done. Would you guys be interest in the simplified micro-management of nuclear waste reprocessing and waste disposal system for gameplay as well?
  12. I didn't realize how complex the whole facility was until I started looking at the actual layout and trying to replicate them. I also learned that photos of administration offices are difficult to come across. I went back and fixed a lot of incorrect details so the buildings look closer to their real life counterparts.
  13. Slowly figuring out the asset editor, learned the sub-building feature, which is great for what I'm trying to accomplish. Ingame buildings working as intended, so time to move on to unwrapping and texturing at next opportunity.
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