Quote: "It's a tricky one for you, you have less users to purchase around here so it's unlikely your going to make it up in numbers. This is the reason TGC model packs are so low priced...or were...since your not going to see any more of those.
You also haven't stated exactly how many segments you intend to have by final stage and actually asking would users pay extra for more, your not stating this as the price for now so some confusion there. But let's put it this way....
It would shock people if you were to actually state the hours you have spent on this...let them add this up using even the minimum hourly wage....which would be a joke for this skill level...and see what happens
Guess my point is if you can't earn a basic living then there is no point in continuing with it, most users understand this and will support you, some just want a fair deal and nothing wrong with that but the fair deal needs to apply to you as well. "
Thanks for the reply rolfy, 208 hours so far.
I can't say, how many addition extra segments it will be, A proper surface access, would cost at least a Warehouse/pump room type segment, the segments within the building and the actually access, the connecting segment with the rest of the sewers.
Currently this pack has 37 "segments". However just remember it's not room segments, it's a segments that contain, 20 min and max 32 meshes to complete the segment, currently contains 117 meshes, still excludes, deadend's, segment for the top level, segments for the bottom section, not even the foliage, which I have only started doing now.
As is with out the additional segments, would total about 80 segments estimate about 250 meshes and 20 additional textures, Trying to max out at 300K polygons, is target amount should you use the whole editor with every possible segment combination.Trying to find a easy method to employ portal culling, creating temporary meshes for temp placement in the editor as curved segment with faces removed crashes the segment editor.
Doesn't even include uvmapping, texture editing, then testing every possible nook and cranny by jumping, crouching walking testing AI, testing light mapping.Creating the segments is half the job, testing takes most of the allocated time.I think the assumption is creating a mesh slap on a texture, and your done, I wish, every mesh has to align with the next mesh, hidden faces that overlap needs to removed, tested and any additional, thumbnails, material Index, texture reductions, texture maps, texture map tweaks. lol could go on.
There is still crazy amount of work left just on the planned segments, end of April-ish.