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Author Topic: New Idea, New Team  (Read 66754 times)

DressedForSucess

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Re: New Idea, New Team
« Reply #90 on: May 03, 2008, 07:03:52 am »

Hey guys

Basiucally, to create realistic leaves, design a sphere and cut it in half - or just abive half (semi half:P) then get a good leaf texture.

Now for the trick to work, you must have a special ambience and transparency map.

Heres an example ... Ive attached an ambient and transparency pair of textures to create the leaf shape :)

Basically, one you have the diffuse set as the main colour leaf texture ( retrieved from cgtextures.com, turbosquid, wherever) and the transparency and ambience maps applied, you should get a result like the one ive attached (FiNalRender)

Ive attached a seperate imnage of the diffuse map i used on a seperate message ... :) Any probs, just ask.
« Last Edit: May 03, 2008, 07:08:42 am by DressedForSucess »
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DressedForSucess

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Re: New Idea, New Team
« Reply #91 on: May 03, 2008, 07:10:35 am »

Heres the diffuse texture ...


If you want any more trans. and amb. textures ive created myself, just ask

(btw, i learned this trick from a fellow game designer ;))
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DressedForSucess

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Re: New Idea, New Team
« Reply #92 on: May 03, 2008, 07:16:47 am »

Here are some renders ive done of the tester model set for the cave at the beginning of the game. Its just a quick 3d model sketch basically, textured, light-sourced, just to see what looks gd and what doesnt (i did the sasme for Bridge Island). When i get my new pc, ill b able to model with so much more detail, etc, the scene will be to die for :P

Here are some images

its still a work in progress at the moment

By the way, 'Almost Cool' maybe you can model some rocks, stone tunnels, etc for this cave scene :) or if you have any suggestions of what you want to model, just ask
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DressedForSucess

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Re: New Idea, New Team
« Reply #93 on: May 03, 2008, 07:18:05 am »

and another image :P that was too big to fit to the last post. Keep posted for more to come.
I just cant wait to get my Dualcore lol

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Tanzim

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Re: New Idea, New Team
« Reply #94 on: May 03, 2008, 08:26:12 am »

Can you not double post, please, just edit your first one.
BTW, nice cave, great use of fog and lighting!
But you might want to work on the stairway
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thecolclough

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Re: New Idea, New Team
« Reply #95 on: May 03, 2008, 09:04:10 am »

really atmospheric pics, dressedforsuccess; in terms of their feel and tone, i think these are even better than the bridge island ones.  i agree with tanzim that the modelling could use a couple of tweaks here and there, and you seem to be having some shadow issues in the first pic, but the textures and lighting work very well.

- colclough
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DressedForSucess

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Re: New Idea, New Team
« Reply #96 on: May 03, 2008, 11:10:47 am »

Well not all my images could fit onto one post. So i did another one. I dont think i double posted ... If i had, soz, wont happn again lol

thanks for the comments. as i said, these are simply tester sets. the real renders will have more detailed models.
that shadow problem is a strange thing. i just add a spotlight above the railings and make the railings cast shadows. then that happened. im not quite sure how to get over it.

what i will work on is ambience and diffuse settings so they react well to light but dont appear too bright as this environment is supposed to be quite dank and wet and dark ...

fog creates a haze, dusty effect i thort

any tips on how to create good cave environment settings in terms of textures, lights, etc??

btw, its not a staircase

added another pic of two trees ive added


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thecolclough

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Re: New Idea, New Team
« Reply #97 on: May 03, 2008, 11:39:08 am »

that shadow problem is a strange thing. i just add a spotlight above the railings and make the railings cast shadows. then that happened. im not quite sure how to get over it.

they're volume shadows, right?  basically volume shadows just don't work in complex lighting setups.  wait until you've got your pc upgrade, and use ray-traced ones.  unfortunately, that's the only thing for it at the moment :P

what i will work on is ambience and diffuse settings so they react well to light but dont appear too bright as this environment is supposed to be quite dank and wet and dark ...

i'd guess you want quite low ambient and diffuse, then, to get the dank/dark effect, but water is quite shiny, so you'll want to up the specular value to emulate the dampness.  maybe make the specular colour a sort of dirty greenish-brownish-grey, too.

fog creates a haze, dusty effect i thort

i agree, that aspect is working really well.  maybe just make the fog colour a little darker, if you want a nasty, dank environment.

any tips on how to create good cave environment settings in terms of textures, lights, etc??

see above ;D

- colclough
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spicy

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Re: New Idea, New Team
« Reply #98 on: May 03, 2008, 04:47:29 pm »

WOW! Nice renders! You have been doing your homework! Excpect a few more pictures soon Aaron. I love the cave. Plus, nice sun ray effect to
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DressedForSucess

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Re: New Idea, New Team
« Reply #99 on: May 03, 2008, 07:45:51 pm »

Haha thanks:) To be perfectly honest, i cant wait to get my new dualcore and try rendering the models using PovRay - raytracing generates so much better photorealistic results. I want v97 to come out and have a good functional Art RayTracer :)

cheers for the advice on texture settings, TheColclough :)

i did do a render of the corridor today but the damn thing didnt save and it took like an hour to render! :O

i really want my new pc lol
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spicy

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Re: New Idea, New Team
« Reply #100 on: May 03, 2008, 08:10:46 pm »

Yeah, it is annoying when you are rendering and you computer crashes! Clad you got advice on the textures, plus I can't wait for the stable ART ray tracer to come out in the v97
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DressedForSucess

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Re: New Idea, New Team
« Reply #101 on: May 04, 2008, 09:09:04 am »

Tell me about it lol

i cant wait to see your images :)
How is Avenic going?

I hope the leaf texture tutorial works btw
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spicy

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Re: New Idea, New Team
« Reply #102 on: May 04, 2008, 03:30:17 pm »

Avenic is going fine, got some cool building plans, just finishing making a intro room for the player. Need some good textures though. Have you ever seen Star Wars Episode 2? On Kamino (Planet), thier interior look amazing, all white shiny and dull on the outside. Thats how I thought of Avenic bieng. I have got the Avenic exterior textures, just need the interior textures. btw thanks for the leaf tutorial m8
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DressedForSucess

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Re: New Idea, New Team
« Reply #103 on: May 04, 2008, 06:00:29 pm »

that avenic clear white style thing sounds great, and yeah, i know what part of star wars you mean :) i cant wait to see the renders etc:)
btw, what pc r you running? can you render detailed scenes?
and nooo problemo!:D

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thecolclough

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Re: New Idea, New Team
« Reply #104 on: May 05, 2008, 10:20:15 am »

Have you ever seen Star Wars Episode 2? On Kamino (Planet), thier interior look amazing, all white shiny and dull on the outside. Thats how I thought of Avenic bieng.

the trick, of course, is to make something that feels similar, but still has its own personality.  i agree that kamino is an awesome location, i love their designs, and i'd love to see another world with a similar 'atmosphere' to it, but you probably also want to try and find some little extra motif for avenic that isn't kamino, just to help it feel more like an original creation, rather than a straight clone of an existing one (yeah, pun intended :D ).

- colclough
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