3rd Party Models/Media Chat / Mad Lobster 2019: Movie / Film Studio Package & Modeling

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lorddweeb
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Posted: 11th Mar 2019 04:50
I haven't posted much recently but I have been working on a couple of projects. Over the next couple of weeks I should (knock on wood & whatever else) have more time than usual for modeling and commenting, so it seems like a good time to start another thread for 2019 where I hope to document what I'm working on.

My main project so far this year has been putting together a film/cinema &/or television model package. I was surprised when I started looking to find that the TGC Store has almost nothing in this department and even some of the bigger game asset stores such as Unity have very little. Film sets are of course not THE most common video game environment, but I thought at the least I'd run across some lighting or camera packages for news room type environments.

Currently the package almost entirely lights and light stands but my goal is to add a much larger variety of film & set items in the days ahead. Images below.

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Avenging Eagle
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Posted: 11th Mar 2019 09:41
I saw these on the store, they look great! Being a filmmaker myself, I have often thought about modelling some film production assets for Game Guru, but it looks like you've beaten me to the punch!

AE
Pirate Myke
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Posted: 11th Mar 2019 10:17
Very nice.
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granada
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Posted: 11th Mar 2019 10:29
nice looking models

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Wolf
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Posted: 13th Mar 2019 23:51
Wow! Quite a set. Great work.
lorddweeb
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Posted: 14th Mar 2019 03:43
Thanks guys. Its funny how the TGC store had been somewhat dormant for a couple of months, but in the last week and a half or so there has been a massive frenzy of uploading and new projects. But it is good to see renewed activity.

And @ Avenging Eagle - I feel like at this point I've actually read several forum goers describe themselves as in movie or television/video production in one way or another. I wouldn't let it stop you from adding any production models of your own. I know sometimes people worry that similar themed models on the store might just cannibalize each other's sales, but I feel like it can often go the opposite way too. For example, if someone is looking for models for a particular scene or in a particular style and they find some, but not enough that they can envision making a full scene/level whatever out of it, that might make them decide not to purchase any of it at all. Multiple options on the other hand increases the chance they can combine it to make something like the scene they want.

Back to modeling, I've attached a few images of models that (hopefully) will be appearing in the not distant future. For the movie set pack, a light and a director's megaphone. And finally a model that has nothing to do with the film pack at all.

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granada
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Posted: 14th Mar 2019 15:50 Edited at: 14th Mar 2019 15:52
There realy nice looking models ,maybe ad a few little signs of wear here and there
(I’m looking on my phone so they might look different on my comp )

Dave
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Avenging Eagle
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Posted: 14th Mar 2019 19:35
@lorddweeb
You make a fair point actually, so I may one day get round to doing just that.

Your models look great btw, what program/renderer are you using to show off those most recent four?

One small thing though, I notice none of the lights have power cables. Obviously the LED panels could run on batteries, but the redheads, fresnels, flows, and pars can't. Just wondered if this was a conscious decision to allow the end user more flexibility with entity placement?

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lorddweeb
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Posted: 15th Mar 2019 01:19 Edited at: 15th Mar 2019 01:21
Yes leaving off the power cords was definitely a deliberate decision. When I was debating this question in my head I started to think of how limiting for users it would be to have just a couple power cord variations for each light. Lights that were supposed to be plugged in would be too far from a wall, power cords going through walls from lights that were too close, etc etc. It just seemed like a nightmare for users, especially compared to offering variations in tilt and on/off, which I think you get a lot more bang for the buck.

All that said, when the lighting portion of this pack is more or less wrapped up, I'd like to add a bunch of simple cords in a bunch of variations for those that want to add that realism to their scene.

Edit: And the screenshots from the last post were from substance painter's internal renderer, except for the LED light which is just a screengrab from sketchfab.
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Avenging Eagle
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Posted: 15th Mar 2019 13:33
That's fair enough, I suspected as much. Interesting to hear other artists' thought processes and decisions. And to be honest, I bet most gamers wouldn't even notice missing cables anyway!
Ah I see, they are very cool looking renders. I hope one day Game Guru will be able to replicate that visual quality itself.

AE
lorddweeb
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Posted: 17th Mar 2019 06:07
Some of the models I had mentioned are now in the package, including new heavy duty stands for some of the biggest lights.

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Pirate Myke
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Posted: 17th Mar 2019 16:15
Those are excellent. Great job.
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Wolf
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Posted: 23rd Mar 2019 16:23
Quote: "Yes leaving off the power cords was definitely a deliberate decision"


Thats just fine and I am pretty sure anyone who is a bit more involved in mapping has a folder or 2 with wire variations.

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