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ridwan sameer DeleD PRO user
Joined: 27 Jun 2008 Posts: 108
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Posted: Sun Mar 21, 2010 12:05 pm Post subject: |
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Wow dude Really Nice
YOu amde me get back into 3D moderlling.... I do however wish teh DeleD Project was more famous, with more tutorials..
I just dont know where to start considering ive never had any otehr deleD experiences |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Sun Mar 21, 2010 2:51 pm Post subject: |
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Great stuff. I'd like to see how you will make use of the new alphablending possibilities.
one tip: I'd rescale the grass textures because the grass looks too big compared to the buildings. |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sun Mar 21, 2010 3:05 pm Post subject: |
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Looking better and better. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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John DeleD PRO user
Joined: 22 Dec 2008 Posts: 182 Location: Houston, TX
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Posted: Sun Mar 21, 2010 3:47 pm Post subject: |
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AWM Mars wrote: |
There is something I am not totally familiar with.. normal mapping.
When I export the model I select smooth mapping under normals.
In the platform where its hosted, it has a function to turn on or off Normal mapping, which I turn on. This seems to give the model a bit more depth as the rendering engine adds subtle shadowing to each facet. I allow this as long as it doesn't either conflict with the light mapping, or the dynamic shadowing.
From my limited understanding, normal mapping creates a gradient shading across each facet as the light changes, rather than a switching effect. Is there more to it than that?
-----------------
I noticed (which you can see in the pictures http://www.working.yourinside.com/worlds/ForumPics/CastleProject/CastleSeven.jpg) that as each model was created seperately and dropped into the main project file as a prefab, some of the models seem to have adopted different versions of the same materials file, even on the same model.
I spend several hours redoing all the textures in the main project file, so they all used the same source materials. I had to do this three times before it finally took. In some cases the materials would define different textures all together.
I have a selection of source folders that have been created within the DeleD texture folder. I normally create a project folder, drop the prepared textures in there, making it easy to reference and find what I need. When creating Prefabs and reusing them, the file structure seems to loose reference and swaps any materials it cannot find, with something from the past (I had two textures of the same name in different folders once). All my textures are uniquely named so that should not happen, but it does.[/url] |
This page can explain it better than I can:
http://www.bencloward.com/tutorials_normal_maps2.shtml |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Sun Mar 21, 2010 4:10 pm Post subject: |
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John wrote: |
AWM Mars wrote: |
There is something I am not totally familiar with.. normal mapping.
When I export the model I select smooth mapping under normals.
In the platform where its hosted, it has a function to turn on or off Normal mapping, which I turn on. This seems to give the model a bit more depth as the rendering engine adds subtle shadowing to each facet. I allow this as long as it doesn't either conflict with the light mapping, or the dynamic shadowing.
From my limited understanding, normal mapping creates a gradient shading across each facet as the light changes, rather than a switching effect. Is there more to it than that?
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url] |
This page can explain it better than I can:
http://www.bencloward.com/tutorials_normal_maps2.shtml |
Thanks for the link. I have and do use nVidia FX composer, albeit I'm totally new to 3D modelling and the terminologies. I have created a great water shader, but the platform we currently use, sort of supports shaders etc, but lacks explanation how to enable/use them, beyond saying they are complicated and beyond the programmes manual to explain. Whilst I do agree that maybe the case, the manual doesn't even talk about if you have shaders, how you could use them in the programme grrr.
I know Ogre uses them and the platform uses the Ogre graphics engine. Our techie guys are working on a new scene creator that will enable all that for us . Might be a while but I'd love to see the castle wall textures get bump mapping and also to be able to use displacement mapping.
@chronozphere I want to wait and use your path tool on those grassed areas and shoreline, before working any more on the grass texturing. I was working on a hi resolution texture for the land mesh, but prefer a more sensible approach with your tool.
I still have a bit more tidying up to do with meshes, scales in certain parts, collissions with some areas and of course, pathways etc. _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
Checkout:
http://www.awm.mars.yourinside.com/
http://www.bccservices.co.uk
http://www.localtradecheck.co.uk |
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Sun Mar 21, 2010 5:38 pm Post subject: |
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FYI: It's not a path tool. Infact it has nothing to do with path's. The plugin allows you to edit different texture layers. That's all.
Ofcourse, you COULD make paths with it. |
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ridwan sameer DeleD PRO user
Joined: 27 Jun 2008 Posts: 108
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Posted: Sun Mar 21, 2010 7:22 pm Post subject: |
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ridwan sameer wrote: |
Wow dude Really Nice
YOu amde me get back into 3D moderlling.... I do however wish teh DeleD Project was more famous, with more tutorials..
I just dont know where to start considering ive never had any otehr deleD experiences
Help me? |
SO like uhmm
Just ignore me |
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Sun Mar 21, 2010 7:27 pm Post subject: |
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Please! This thread is about the castle AWM mars is making. If you have any questions, just make your own thread and we will try to help you out. |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Sun Mar 21, 2010 9:40 pm Post subject: |
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ridwan sameer wrote: |
ridwan sameer wrote: |
Wow dude Really Nice
YOu amde me get back into 3D moderlling.... I do however wish teh DeleD Project was more famous, with more tutorials..
I just dont know where to start considering ive never had any otehr deleD experiences
Help me? |
SO like uhmm
Just ignore me |
Sorry, no intension to ignore anyone.. just not sure how I can help anyone, I am a novice here learning as I create.
If there is anything that I have done, that you want information about, please ask, I'll do my best to help.. but you must understand, I may not do things the right way, wouldn't want to pass on any bad habbits _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
Checkout:
http://www.awm.mars.yourinside.com/
http://www.bccservices.co.uk
http://www.localtradecheck.co.uk |
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ridwan sameer DeleD PRO user
Joined: 27 Jun 2008 Posts: 108
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Posted: Mon Mar 22, 2010 7:01 am Post subject: |
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haha yheah i was just joking
The only thing that is hard for me is UV mapping xD |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Tue Mar 30, 2010 12:14 pm Post subject: |
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I have completd a lot of the work on the Urquhart Castle, Loch Ness. Applying the inner pathways and adding a few assets to the scenes. I grabbed some screen shots to share with you. This world should become available soon, via our demo access point.
This one shows one of the maps I used to layout the build. I also used many photographs, some I took myself. These were combined with models and paintings that artists have produced, and my knowledge of 14-17th centry building techniques.
_________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
Checkout:
http://www.awm.mars.yourinside.com/
http://www.bccservices.co.uk
http://www.localtradecheck.co.uk
Last edited by AWM Mars on Wed Jun 22, 2011 11:14 am; edited 2 times in total |
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Tue Mar 30, 2010 12:36 pm Post subject: |
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Awesome job.
You could make the shores transparent by using vertex colors. At the moment, the water looks like a solid surface to me. I did the same thing in my little beach scene.
http://www.delgine.com/forum/viewtopic.php?p=34115#34115 |
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John DeleD PRO user
Joined: 22 Dec 2008 Posts: 182 Location: Houston, TX
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Posted: Tue Mar 30, 2010 12:54 pm Post subject: |
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Beautiful work. I really like the textures. |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Tue Mar 30, 2010 3:17 pm Post subject: |
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Thanks John
@chronozphere Although these shots were taken inside our platform, they are prelims. The Loch hillsides, water, shores and trees etc have not been inserted. The water line will be added, so I can determine the shore line correctly. Then I will grab the model in DeleD and do the same treatment I did for the pathways
The water will be similar as I did for the Swiming Pool (pictures in a different thread), albeit they will have a different water bottom texture.
What you are seeing in the pictures for water, is a simple prim faced with a standard water texture, just to give me a line to work to for the terrains. I would say there is probably another 2-3 days worth of work to do yet. The actual model istelf is complete as far as the actual castle and island _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
Checkout:
http://www.awm.mars.yourinside.com/
http://www.bccservices.co.uk
http://www.localtradecheck.co.uk |
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