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Author Topic: WIPs/Introductory - Blender user can help  (Read 15190 times)
simonced
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« Reply #15 on: July 21, 2009, 09:14:59 AM »

Here is a rock test and the sharpened snow transition.

Any comments?
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shevegen
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« Reply #16 on: July 21, 2009, 02:45:53 PM »

cool

i recognize it is snow Cheesy

although it could be a bit of fog too especially on the lower area hehe... but ignore that last line Cheesy
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zenbitz
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« Reply #17 on: July 21, 2009, 04:27:55 PM »

I like your work, nice job.
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simonced
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« Reply #18 on: July 22, 2009, 02:00:43 AM »

Hi guys, here is the first transition test snow to ground:

It tiles well, I'll try to make the 4 directions and the corners to make a small map (in gimp only for instance) to see how it tiles.
Any comments?

Ps : once interrested, I prepared a blender file for generating procedural textures and use them in PARPG I will send. I generateed the snow textures from the snow material in the repository.
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simonced
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« Reply #19 on: July 22, 2009, 02:51:46 AM »

Here are the transitions :

I'll make a setup to render local blocs as I did with the rock.
It doesn't tile up because of anti-alisasing.
I'll post a composition and all the settings soon.
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simonced
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« Reply #20 on: July 22, 2009, 03:39:48 AM »

Due to a problem to tile the rock prop, I decided to make the snow transparent, this way, no problem to tile the rock, we can drop it on the map.
Here is the result :


Here is the rock alone :
Quote


Is it a good way?
Once some default tiles will be decided, I'll make the transitions.
I should write a small doc how I did but I'm too lasy now.
Here is the trick :
  • Assign 2 textures to the tile plane in blender as color with orco coordinates.
  • Insert beetween the 2 textures a stencil texture UV mapped.
  • Unwrap the plane with the stencil picture, it should fit perfectly.
Note : the stencil map has to be a square (I used 333x333 to slice it in 3 easyly).
Plus, the texture has to extend the picture, not clip as default, it has tiling problems otherwise.

To make different orientations, simply rotate the UV of the tile. If you rotate the tile itself, no good tiling.

Hope this helps. What do you guys think?
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simonced
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« Reply #21 on: July 22, 2009, 01:25:45 PM »

Playing with some ice cracks in the snow.

Any comments?
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monkeyface
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« Reply #22 on: July 22, 2009, 02:29:24 PM »

Personally, I think the lines between snow and ground are not defined enough. And the snow itself has no detail, other than being more or less white.



A picture from Lord of destruction showing how detailed snow could be done
I think Google earth could come in handy here. Go to a place with snow, preferably with a high resolution, print screen and then do some paint-overs in Photoshop.
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simonced
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« Reply #23 on: July 24, 2009, 11:55:21 AM »

thank you for the tips.
I'll work more on the snow, because it's definitly too bright.
But I can't make it really detailed because of the size of the tiles (70x36 px).
And detailing the snow (or any other surface) would make some seams appear so I'll be carefull about that.
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mvBarracuda
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« Reply #24 on: July 25, 2009, 07:59:17 PM »

Looks great to me Simonced :-)

Love the snowy version of the water tower; just added it to the gallery at the wiki.
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simonced
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« Reply #25 on: July 28, 2009, 11:20:38 AM »

Thank you!
Wouldn't you prefer a transparent ground version? All the other props don't have ground, I feel kind of an outsider hehehe.
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Border
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« Reply #26 on: July 28, 2009, 01:36:57 PM »

i think props shouldn't have ground attached to them but instead a transition.
I explain: you can use the rock ok any kind of terrain and the transition part i more like small rock around it so it doesn't look like its floating.
BTW you tile goes really well Simonced. Don't feel like an outisder because your seem to be the only one atm doing it. Sirren is doing weapon on is side and well i'm doing pretty much anything, this is if your feed up of groud title, try something else.
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mvBarracuda
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« Reply #27 on: July 28, 2009, 07:13:55 PM »

You graphics guys often know far better than I what would the right way to go. My lack of replies to certain threads often does not mean that I don't care, but rather that I have not much knowledge about the topic and can't provide too much useful feedback therefore.

Added the rock to the gallery:
http://wiki.parpg.net/Gallery#Props_2
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simonced
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« Reply #28 on: July 28, 2009, 11:39:18 PM »

Hello, thanks for the replies.
I just want to make stuff of good quality, and to use the same ways and methods other people here already did.
I'm adapting to what you guy have already done, my goal is to be productive when the moment we need tiles and props will come.
I'll follow your suggestion Border to add small rocks with the transition of the big rock.
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Border
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« Reply #29 on: July 29, 2009, 02:43:43 AM »

Simonced: just relax,i know how you feel. Right now everything need to be perfect but we can't at the moment since so many thing change in the first time of development and that's the way it is. Instead don't be afraid to play with stuff and experiment, that's the time.
Btw not to show off but i made a small concept sheet with rock in it, maybe that could clarify what i was saying for the rock.
Yeah the bottom right one is a car... Lada maybe
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