fallout look ?

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jpcr
Posts: 38
Joined: Sat May 15, 2010 12:51 pm

fallout look ?

Post by jpcr »

hi everyone,

a little unconventional question : how would you create a house looking like in the Fallout game :
old
crippled
maybe even a little destroyed

thanks
Mike53
Posts: 678
Joined: Sat Jan 06, 2018 1:02 am
Country: UK

Re: fallout look ?

Post by Mike53 »

Would something like this be any good

Image

If it is the the you can download the sh3d file this will show you how i made these walls, and then modify them or create new to suit your own needs.
Good luck, be interesting to see some results in the gallery.

Mike
Mike53
Posts: 678
Joined: Sat Jan 06, 2018 1:02 am
Country: UK

Re: fallout look ?

Post by Mike53 »

If this is more like it then i would be willing to give some pointers.

Mike
jpcr
Posts: 38
Joined: Sat May 15, 2010 12:51 pm

Re: fallout look ?

Post by jpcr »

thank you, both examples are great !
jpcr
Posts: 38
Joined: Sat May 15, 2010 12:51 pm

Re: fallout look ?

Post by jpcr »

looking at your example "damaged walls" , how did you achieve this? did you use polylines? i never used this before.

thank you
Mike53
Posts: 678
Joined: Sat Jan 06, 2018 1:02 am
Country: UK

Re: fallout look ?

Post by Mike53 »

if you take a look at level 1 you will see the damaged walls, created them on level 1 so i could set the depth of the floor to 250 to match the wall thickness, you can set these to suit your own project.
I drew these with the "create room" tool, this method would enable you to create a wall with as much or little damage as you wish. Once drawn and textured you can export it, 3d view>export to object format, then import it, furniture>import furniture>scroll to where you saved it, during the import you can change its orientation.
The 3 walls that make up the damaged window frame went through the same process, as did the broken glass, only difference here was to make the glass clear before exporting it, 3d view>modify 3d view> use the slider to change the wall transparency, near maximum. Remember to reset this.
All these were positioned on level 0 then joined with normal walls.
After importing each can have its height, width/thickness changed a normal
Also shown is a room with a hole for a window, this same method could be used for bullet holes etc, draw that perimeter of the wall clockwise and the inner anti-clockwise.
The same technique could be used for roof sections, angling them during import or after.
Good luck
Mike
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