Author Topic: What are you working on?  (Read 14572 times)

Cnaff

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Re: What are you working on?
« Reply #30 on: April 28, 2012, 12:34:08 pm »
In that case when making a texture (mainly words) make a seperate layer then flip that layer and re align the words, ingame it would be correct then.

yup  ;).

below is what i have been doing, been having a go at the ambient occlusion option, rendering a (not much higher) poly model onto a low poly model's UV

AO makes everything better  :).

Me2005

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Re: What are you working on?
« Reply #31 on: April 28, 2012, 01:03:44 pm »
...This model has ambient collision mapping on it but due to me using hue & saturation to make it black (I have 2 versions of the texture, original and black)its hard to see on the black.

Would you mind explain to me how the ambient occlusion mapping works? I understand that you're taking a higher-poly model and rendering it, then applying it somehow to a lower-poly model; I just don't understand how you're applying it. Is it just textured faces applied to the low-poly version (render each cardinal view, then apply as textures)? Some kind of mapping that is easiest done in 3ds? How would I go about doing it in blender/sketchup? Sketchup doesn't use traditional UV's (there is texture mapping, but I'm not sure if it's completely different or not), and I only have a limited understanding of how they work from my work with Blender/Maya - in Blender I had figured out at one point  how to make a texture that is applied to whatever part of a mesh of a ship I wanted (wrapped or unwrapped), but I don't know if you're doing the same thing.

BTW; that is an awesome-looking ship. I hope that the devs get some kind of functionality and gameplay working on these things soon.
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mamastoast

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Re: What are you working on?
« Reply #32 on: April 28, 2012, 02:15:52 pm »
applying the details of a high poly model to a low poly version through bump map is usually known as normal mapping :/

Me2005

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Re: What are you working on?
« Reply #33 on: April 28, 2012, 04:09:57 pm »
applying the details of a high poly model to a low poly version through bump map is usually known as normal mapping :/

Is that supported?

It sounded like Vorga was mapping a render of a higher-quality model onto a lower-quality model, which doesn't sound like the same thing as normal mapping.
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mamastoast

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Re: What are you working on?
« Reply #34 on: April 28, 2012, 04:55:11 pm »
hm if he's just using it as a texture no, I guess no, sounds a lil odd. And no :P normal mapping isn't supported, though bump mapping is

Cnaff

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Re: What are you working on?
« Reply #35 on: April 28, 2012, 05:38:48 pm »
Just messing around!  :)... LOTS of Ambient Occlusion lol.

Spoiler

Cnaff

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Re: What are you working on?
« Reply #36 on: April 28, 2012, 09:17:27 pm »
Finished the Bunkbed!  :D... Can't wait  until the texture problem w/ prefabs is fixed!

Spoiler

MrVorgra

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Re: What are you working on?
« Reply #37 on: April 28, 2012, 10:22:00 pm »
Lots of AO looks good, currently Im a lil clueless as to how to increase my AO, I might go and download VRay.

Ambient Occlusion mapping is the mapping of soft edge shadows onto the Uvmap of the model, when it is from a high poly down to a low poly model its called Projection mapping.

you can also do diffuse, bump, reflect, spec, ambient, normal maps (there are more) but the majority look bad at such low resolution
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Aaron

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Re: What are you working on?
« Reply #38 on: April 29, 2012, 01:11:20 am »
You guys mind if I make a post about your prefabs on the front page tomorrow? =D
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MrVorgra

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Re: What are you working on?
« Reply #39 on: April 29, 2012, 03:16:36 am »
think we would all like that, im in the process of making a smaller more circluar reactor with ZanMgts reactor as inspiration.

Spoiler

Bump map came up good, although I gotta rotate some of the UVmap faces and other than that it turned out rather well.

oh and fix up the black pars a little and the big Plugs at the top and bottom.

Spoiler

fixed dah UV map and made a reactor room with lots of prefabs

crane ain't finished yet though
« Last Edit: April 29, 2012, 06:00:52 am by MrVorgra »
Real Men drive vehicles without knowing how fast they are moving or how much fuel remains in the tank.

Cnaff

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Re: What are you working on?
« Reply #40 on: April 29, 2012, 08:53:48 am »
You guys mind if I make a post about your prefabs on the front page tomorrow? =D

 ;D I need to make some today then, besides the bunk bed lol.

Dayshine

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Re: What are you working on?
« Reply #41 on: April 29, 2012, 10:40:53 am »
I've just finished implemented addons with prefab support.
This means that you can throw all your prefabs in a folder and create a solids.xml just for your new content and users can add them to their game without manually editing files. :)
No prefab editing in the tool yet, but it'll come.

Cnaff

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Re: What are you working on?
« Reply #42 on: April 29, 2012, 01:32:08 pm »
I've just finished implemented addons with prefab support.
This means that you can throw all your prefabs in a folder and create a solids.xml just for your new content and users can add them to their game without manually editing files. :)
No prefab editing in the tool yet, but it'll come.

By prefab editing do you mean modeling?  :o

Dayshine

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Re: What are you working on?
« Reply #43 on: April 29, 2012, 01:46:26 pm »
By prefab editing do you mean modeling?  :o

God no, not properly.
But maybe some minor things like importing , moving the object into positive space, controlling the scale and size, previewing the object...

Cnaff

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Re: What are you working on?
« Reply #44 on: April 29, 2012, 01:48:40 pm »
By prefab editing do you mean modeling?  :o

God no, not properly.
But maybe some minor things like importing , moving the object into positive space, controlling the scale and size, previewing the object...

Gotcha, sounds good!  :D

EDIT: Dayshine you need to get an avatar lol.