Building an Art Pack: The Restaurant Series: Part I
by Scott Peal · 09/22/2009 (10:42 am) · 8 comments
Part I - Getting Started
Part II - Setting up Softimage
The first steps of trying to build an art pack was to make a few decisions first. Here is a list of the questions we asked. Following after is our reasoning for making the decisions we did.
We narrowed our options to two packages; Softimage Mod Tool, and Houdini.
We started with the Softimage Mod Tool. We like it because it includes a license for commercial use if you are a member of the XNA club, which we are. The tool has a COLLADA import/export feature and can import/export the FBX format which is used heavily by XNA users. A plug-in is available to export directly to DTS format, however, we felt using COLLADA format is preferred due to the excellent advances in the support for it in Torque 3D. (Did we forget to mention we love Torque 3D!) One thing that really bugs us is the fact that the ability to merge scenes does not appear to be working.
Next we learned Houdini v10. To get the ability to export to DTS, we had to buy the Apprentice HD version. This includes a commercial use license as long as you're using for the purpose of importing into Torque products and not for the movie or TV markets. At first we were total confused about the procedural approach Houdini uses to build objects. After about a week of studying we were floored by the power it has. If you are a programmer, you would like the procedural approach as we did. The DTS exporter for it worked, however, we had issues with getting it work when we tried to covert our models to digital assets. Seems the DTS exporter is using absolute paths which caused issues when converted to a digital asset. In the end, as much as we loved it, we felt that the process of modeling was much slower than using the Softimage Mod Tool. In addition, it seemed silly for Houdini to chain a huge "network" just to create a model which you do not intend on making procedural changes to later.
So, in the end we choose Softimage Mod Tool.
After sitting down and taking an inventory of a local restaurant we are amazed at all the objects in there. The list includes:
Our thought is if we create all the objects in a restaurant, there are many models there which could be used in other Torque user scenes. So far the model count is over 150 items.
Well enough of my ramblings. I only hope this blog helps others in their quest for the magic "build my game" button. More will be added to this blog as we progress.
Scott Peal
Managing Partner
Company Automation LCC
Part II - Setting up Softimage
The first steps of trying to build an art pack was to make a few decisions first. Here is a list of the questions we asked. Following after is our reasoning for making the decisions we did.
- Pick a modeling tool and stick with it.
- Pick a subject matter for our art pack.
- Pick good music to keep us motivated.
Pick a modeling tool and stick with it
Over the years working with Torque, XNA, and Multiverse we have worked with many modeling tools. As an indie we had many factors we needed to address in our art tool program. First and foremost was the cost. We find it interesting that so many in the Torque community promote the expensive packages yet they are supposed to be indies. From our inquires to many, we find many have student copies. As we are not students, this did not work for us. So we looked for other options.We narrowed our options to two packages; Softimage Mod Tool, and Houdini.
We started with the Softimage Mod Tool. We like it because it includes a license for commercial use if you are a member of the XNA club, which we are. The tool has a COLLADA import/export feature and can import/export the FBX format which is used heavily by XNA users. A plug-in is available to export directly to DTS format, however, we felt using COLLADA format is preferred due to the excellent advances in the support for it in Torque 3D. (Did we forget to mention we love Torque 3D!) One thing that really bugs us is the fact that the ability to merge scenes does not appear to be working.
Next we learned Houdini v10. To get the ability to export to DTS, we had to buy the Apprentice HD version. This includes a commercial use license as long as you're using for the purpose of importing into Torque products and not for the movie or TV markets. At first we were total confused about the procedural approach Houdini uses to build objects. After about a week of studying we were floored by the power it has. If you are a programmer, you would like the procedural approach as we did. The DTS exporter for it worked, however, we had issues with getting it work when we tried to covert our models to digital assets. Seems the DTS exporter is using absolute paths which caused issues when converted to a digital asset. In the end, as much as we loved it, we felt that the process of modeling was much slower than using the Softimage Mod Tool. In addition, it seemed silly for Houdini to chain a huge "network" just to create a model which you do not intend on making procedural changes to later.
So, in the end we choose Softimage Mod Tool.
Pick a subject matter for our art pack
This was an interesting topic for us. First we did not want to create a pack which others had already done. The pack would need to have the ability to acquire many reference images easily or at low cost. The pack would also be something that other teams might want to include in their project. So after a close review of the art packs available on GG, TurboSquid and other sites we decided to build a fast food hamburger restaurant. While working as the Global IT Architect for a leading chain in Maimi, I gained a lot of knowledge about the workings of a restaurant. Heck we all know these places and photos are easy to get as they are all over the place.After sitting down and taking an inventory of a local restaurant we are amazed at all the objects in there. The list includes:
- Traditional kitchen equipment like grills, fryers, refrigerators, pots, pans, stoves, knives, spoons, etc.
- Cleaning supplies like brooms, mops, buckets, spray bottles, etc.
- Supplies like boxes of cups, napkins, and other products
- Dining area items like tables, chairs, artwork, napkin holders, fountain drink machines, etc.
- Bathroom items like toilets, sinks, mirrors, urinals, hand washing soap, dryers, etc.
- Outside items like trashcans, parking lot, signs, A/C, electrical tombstones, and more
- Office equipment such as computers, printers, monitors, calculators, books, documents, pens, pencils, etc.
- Front counter items like cash registers, credit card machine, money, coins, cups, signs, etc
Our thought is if we create all the objects in a restaurant, there are many models there which could be used in other Torque user scenes. So far the model count is over 150 items.
Pick good music to keep us motivated
Keeping us motivated is a strong need. So finding a good driving Electronica internet radio station really helps :)Well enough of my ramblings. I only hope this blog helps others in their quest for the magic "build my game" button. More will be added to this blog as we progress.
Scott Peal
Managing Partner
Company Automation LCC
About the author
Step 1) be the indie, step 2) make enough to buy a commercial license :)
#2
Keep up the great work!
09/22/2009 (11:56 am)
Cool models and welcome to the Softimage users family. There are only a few of us around here but the numbers a growing quickly!Keep up the great work!
#3
09/23/2009 (10:07 am)
@James: Thanks man! We sure wish we had a method of saving models then importing 2 or more into a single scene. Seems the .EMDL export and merge scenes does not work on Mod Tool. Yesterday was a slow day and only got one model built as we were looking for a solution to this.
#4
09/23/2009 (10:32 am)
Just in case anyone else was trying to figure this out. You can export a model as COLLADA and then import the COLLADA in your new scene.
#5
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09/27/2009 (12:46 pm)
We have made a little more progress over the last couple of days. Any advice is greatly appreciated as this is our first art pack. According to SoftImage's tool there are 50,716 triangles in the scene. We still need to get the furniture in the seating area done, the bathrooms, some more equipment, the grounds, and roof items complete. farm3.static.flickr.com/2675/3958439363_1539b0104e.jpg
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#6
09/28/2009 (10:38 am)
Create a part two to this blog. The link is at the top of this blog.
#7
09/28/2009 (11:17 am)
Nice! Looking forward to see the texturing. Will you have variable levels of filth - fresh, grimy and McDonald's? :)
#8
09/28/2009 (2:50 pm)
@Ronny: Thanks man. We can add the various levels of filth. We were even considering a destructed look & feel one we figure out how to do those new breakable objects technique (future blog post). The first release of course will be of a fresh new restaurant look & feel. We will then release additional add-on artwork at no additional charge. As for brand names of restaurants, we prefer to stay away from that in order to avoid any legal issues. Of course, with this art pack you could easily create your own.
Torque 3D Owner Scott Peal
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