New Thing: Mine for Scythe
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The first issue that I had was in figuring out just how to represent a mine entrance on the 19 mm x 10 mm footprint that I had to work in (so that it would still fit in the cutout on the board). I live in Northern California, so I've seen Gold Rush Era Mine Entrances all my life. So, I figured that my task was to take that kind of "large timbers holding up a cross-piece" common image and reimagine it in terms of diesel-punk Eastern-Europe, all while fitting within that little footprint.
I started by taking the default Blender cube, and scaling it so that it would be 19 x 10 units (deciding that each unit in Blender would be 1 mm IRL), so that I could get a look at my footprint. Then, I figured that I was going to need a kind of rock surface on 3 faces of that base, to represent the hillside that the mine would be carved in to. To make that rocky wall, I added another cube (Add -> Mesh -> Cube), then extruded a bunch of sections out from it, scaling them up and down as I went until I had a rough shape for the walls (using the same method I wrote about in my Blender leaf tutorial). After I had the blocks in place, I changed into Sculpt mode, selected the Draw tool, enabled Dyntopo and started subtracting and adding material until I had a vaguely stone-like texture where my block walls once were.
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It was looking too much like a house at this point, so I decided to add the rail tracks. They were another excellent opportunity to reinforce the perspective, so I made sure that the rails got smaller as they went back, that they grew nearer together, and that the spacing for the railroad ties also got closer. I just sortof moved them around by hand until I thought that they looked good. Once this was all in place, I did some more work on the rock wall to make sure that my trickery was adequately hidden and that things like the pipe wouldn't need support material when printing.
The final internal element that I added was the oil barrel on the left. I just felt like that space needed something in it, so it gave me a chance to take an object that we see a lot when playing the game and generally tie the mine's aesthetics into the game's a bit more.
After I finished that, I realized that I had a problem. There wasn't a good way to differentiate one player's mine from another. I solved that by adding a big sign on top of the mine, which could be painted in each of the factions' colors. Since I had a sign, I had another opportunity to ground my visuals in the game's visuals, so I found the Ukrainian word for "Private" (since each mine is only accessible to the faction that built it) and put it on there via a Boolean Difference modifier. I should probably write up a tutorial on Boolean operations, as they are super useful for this kind of thing.
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