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Old 10-08-2007, 02:12 PM   #76
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tyjotr: good start, but you can add a whole lot more stuff in there. atm its just barren. add some more props, weapons and what not and alter the "flame"thing on the side of the wall. way too obvious that you copy-pasted em...

hope this helps a bit :P gl dude.
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Old 10-08-2007, 02:14 PM   #77
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Thanks for the tips

Not sure what ill add, but ill think of something
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Old 10-08-2007, 02:21 PM   #78
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tyjotr: what does your oppacity map look like?
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Old 10-08-2007, 02:30 PM   #79
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white where i want things to show and black where i dont
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Old 10-08-2007, 02:32 PM   #80
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you have it placed in the oppacity map slot? If you have any spec map stuff on, turn it off. They screw with your oppacity.
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Old 10-08-2007, 02:35 PM   #81
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ive got no spec maps. Would it work if i set a gradient from black to white? or does only white + black work?
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Old 10-08-2007, 03:11 PM   #82
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gradients work.

if your oppacity has a hard line where white and black meet, then that would be why your getting the result you have. As long as your oppacity map is a grey scale, it will work, so the gradient is good to go.
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Old 10-08-2007, 03:51 PM   #83
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great, ill sort that out now then
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Old 10-08-2007, 04:29 PM   #84
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Just been working on the lighting a bit, and ive finished the portal/light things.



Now onto more the props!
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Last edited by tyjotr; 10-08-2007 at 04:41 PM.. Reason: added more to the scene
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Old 10-08-2007, 04:50 PM   #85
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I will be joining this one and will be going with an apocolyptic destroyed ruins environment. It will be fantasy/sci fi.
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Old 10-08-2007, 06:30 PM   #86
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on my florecent lights i turned up the self illumination but i cant get it to cast light on other objects in the scene. plus i messed around with fog, but it just looked like there was a fire in the room. i want to get a lightsaber like glow to it and have it effect its environment, but im not sure how.
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Old 10-08-2007, 07:17 PM   #87
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I've got a question about texturing the environment. Right now the approach im taking is to model everything and then to unwrap my whole model and texture it all in photoshop, is that the best approach? A friend told me that I don't have to go through this approach and that I can make procedural maps instead, which one would be the best approach to take for the game industry? Im actually not even quite sure what procedural maps are to be honest.
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Old 10-08-2007, 07:36 PM   #88
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well, despite the problem i had with a scene refusing to open, i remade some of the stuff i made and also added some more details and even a new vehicle.

hope you all like and c&c welcome

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Old 10-08-2007, 09:22 PM   #89
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Another update... Messing with the textures some more, they are still really blurred so I'm sizing up the textures a slight bit (still way under the budget though)
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Old 10-08-2007, 11:57 PM   #90
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Quote:
Originally Posted by omnicypher View Post
on my florecent lights i turned up the self illumination but i cant get it to cast light on other objects in the scene. plus i messed around with fog, but it just looked like there was a fire in the room. i want to get a lightsaber like glow to it and have it effect its environment, but im not sure how.
Self illumination will not cast a shadow, you will need to place lights in/around the object, then when using the fog option, you will need to play with it so that it doesn't fill the room, but just the area you want the mesh to effect. In the lights menu/options there is a thing called attenuation, that will control the size of the light and the fog. Turn it down alot, then do a few test renders to see where it's at, then just turn it up till you get what you want. Also, look into differnt lights, MR point lights work kinda good for making the light saber effect. I used them to make this:


If got the mesh set to 100% self illumination, and then the lights placed inside ofthe mesh. I then set the lights to ignore the mesh because if I don't, the light wont shine threw.

Quote:
Originally Posted by HollowReaper View Post
I've got a question about texturing the environment. Right now the approach im taking is to model everything and then to unwrap my whole model and texture it all in photoshop, is that the best approach? A friend told me that I don't have to go through this approach and that I can make procedural maps instead, which one would be the best approach to take for the game industry? Im actually not even quite sure what procedural maps are to be honest.
for this, because it is practice, you will want to unwrap everything. It gives you total control over the texture. So you can add dirt, rust, water stains, where they need to be instead of where ever they end up. That, and procedural texure maps don't always look to good when they are applied, you can mostly always see that they are tiled and you dont want that.
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