Hi Jody,
ok good start !

If you don't mind , I would like you to use the same thread as before for the tin castle outside...in the set sub-forum ... here :
http://www.hash.com/forums/index.php?showtopic=19504&st=15see you there for the next reply...
follow are my suggest and concern
QUOTE(MMZ_TimeLord @ Mar 5 2006, 10:43 PM)

Okay, it's not much different than what we have in the SVN... BUT, I have altered the lower half of several of the towers, and added the two last towers to match the proxy positions and height properly.
I would like the castle build into cho...that way you can use a shortcut if you use the same tower two time...
as for the nature element.
QUOTE
I also modified and placed my own drawbridge with dynamic chains and extended the path hill in front and moat around the castle.
I have built the central tower's lower area into the hill model, along with the main gate.
No problem to modify as far as you stick to the proxie size and positions.
Your work must fit with the blocking animation done
...this is very important to respect, can you confirm that fact ?
All modeling work can be done into the same object at this time... but you would split it into different object and rebuilt it later into a cho ...so it give max flexibility for future works.
And all object(model ) save as separate files (no embeded)
QUOTE
The dynamics are working on the basic chain and I will work toward getting the chain ramps into the castle working so that they will look like they are actually pulling up the gate.
forget the dynamic stuff at this time... It's more part of the animator /riggin stuff
we'll look after that later...
QUOTE
I am planning on following bob's sketch for the interiors and try to build the castle to hold them in their orientation (like a real building).
This is a good idea... for now it seem to have a problem to hold Bob's inside castle design into that outside castle model ...So Even if it change the general look of the castle a bit...it's not a problem as far as the blocking animation work stay untouch by your work...
Maybe a wall around, like a fortress ? etc.
QUOTE
I still need to build up the base of the other towers some more and link everything to the central tower as one large castle on the first two or three floors.
see my comment upper in this mail about the final build up into cho
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Ignore the rectangle to the left of the main gate entrance, it's the leftover old door. I just moved it out of my way.
Look at the blocking animation available to see how the door movment happen...
Also you got some sketches I made before of the main door design ...it would help
http://wiki.hash.com/two/published/Tin+Woodman+castlePs : thanks for the wiki update!
QUOTE
More progress to follow later in the week. Cheers!

Note to ADs: I will only post finished product WHEN it is approved. Currently this sits in a temporary work area of my hard drive.
Ok Jody, great!
I would like to see a SVN update once a week
...that way I would be able to intervene directly in the files as needed
... you should not be let alone with all that work ! hehehe! I hope !
When the final cho set-up will be done...and object saved as external files,
other modeler , texturer , lighter would be able to come in the set and touch up...
first step:
-finalize the general design of the castle, wall, tower,main building, land, park, etc...
-split every thing into object saved into separate files
-build up the scene into the proxie cho...
-respect size and position relative to the bloking animation
-save ewverything in order into the svn so every body can get it
-wait for discussion at this step
next step
-go on with further details
-collaborate with texturer, ligher
-render test
Please confirm you intentions about that ?
later, on the set thread

Al