Author Topic: Adraax: Klyro's City Project  (Read 86914 times)

Arangol

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Re: Klyro's City Project
« Reply #45 on: May 08, 2006, 04:38:03 pm »
Put those materials in your first post minetus so we've got all organized. We should make a list of other things as, what food they like and other.
And please if anyone got any heightmapping tutorial, please post a link, omg I'm really in need of one now!!! :o
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

Choose how the Klyros town will look like:
Klyros City Project
Klyros Names

minetus

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Re: Klyro's City Project
« Reply #46 on: May 08, 2006, 04:44:57 pm »
materials there already ;) i edited it when i replyed with em ;D
i dont know how to do that but later ill do a search to see if i find anything, leaving for work now

rast

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Re: Klyro's City Project
« Reply #47 on: May 08, 2006, 07:06:50 pm »
i actually designed the first boat for sea use anyway :sweatdrop:
here is a slightly different version for the river. i took into account that klyros aren't the strongest of creatures so i avoided oars and left the work to the wind. just out of interest, but would the klyros be able to harness the power of an air rune and use it to power there boat (like a magical speed boat ;)). anyway this is it:

344 polys :)
edit:
better pic:



@ arangol
try this - first part is tutorial for the basics of height mapping http://www.linuxgraphic.org/section3d/blender/pages/didacticiels/paysages/index-ang.html
« Last Edit: May 08, 2006, 07:21:57 pm by rast »
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minetus

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Re: Klyro's City Project
« Reply #48 on: May 08, 2006, 08:03:52 pm »
aww!! thats a height map :'( i was tinking it was something else this whole time ???
@arangol ill get you a height map in no time :D

edit: ok this one should do the job, let me know if i have to do some changes.


and rast the boat looks cool, but the sails look a lill wierd?
« Last Edit: May 08, 2006, 08:24:41 pm by minetus »

Wired_Crawler

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Re: Klyro's City Project
« Reply #49 on: May 08, 2006, 08:59:29 pm »
And please if anyone got any heightmapping tutorial, please post a link, omg I'm really in need of one now!!! :o

Look into "Advanced Mesh Modelling" chapter of Blender manual, You will be interested in paragraphs # 1.3 Noise (this one shows how to create landscape from heightmap), and # 1.2 Proportional Editing Tool. Also try great A.N.T. Image_Relief script, which creates landscape from heightmap automagically.

Minetus, Your heightmap will not work well, because edges between areas of different heights are too sharp, it will produce... hmmm... canyons with vertical walls. Try to blur the image (or better make blurry edges by hand).
"Close the world, txEn eht nepO."

Sezrenade

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Re: Klyro's City Project
« Reply #50 on: May 08, 2006, 09:02:47 pm »
If this will be implamented then I will most certianly make a kylros character! \\o//

rast

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Re: Klyro's City Project
« Reply #51 on: May 08, 2006, 09:19:28 pm »
just to illustrate wired_crawlers comment, this is what your heaight map looks like at the moment:

the shapes are good but it needs to be slightly more gentle :)

also there are light areas at the sides of your bump-map which cause "strange wall things" and look odd ::|

just keep changing it around a bit and it will look better :)

edit:
fiddled around with the boat:

hope that looks better.... well at least more klyros :)
« Last Edit: May 08, 2006, 09:35:59 pm by rast »
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minetus

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Re: Klyro's City Project
« Reply #52 on: May 08, 2006, 10:18:15 pm »


another attempt, thanx for the advice wired. hopes this one better   :sweatdrop:

your boat in L shape? ;D you got a vertice displaced somewere, the boat looks good the sail too, i tink you should make that main pole that holds the sails thicker :D

rast

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Re: Klyro's City Project
« Reply #53 on: May 08, 2006, 10:39:31 pm »
hang on....
that wasn't a very good render last time. that thing at the front is actually a stabiliser thing ::|:


i admit it doesn't look great but it was just an idea.

that bump map looks alot better :) but it has still got a white line along the bottom edge (and possibly the top edge)
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minetus

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Re: Klyro's City Project
« Reply #54 on: May 08, 2006, 10:49:15 pm »
aww a stabilizer :D

ok ok my bad, i forgot to crop the image  :(

« Last Edit: May 08, 2006, 10:52:56 pm by minetus »

Wired_Crawler

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Re: Klyro's City Project
« Reply #55 on: May 09, 2006, 09:23:40 am »
The heightmap is slightly better now, but don't just blur the whole image. Look, the details of one of estuaries were almost completely lost.
Also remember, that riverbed shoud be placed lower, than rest of the land, so pixels defining rivers must be always darker than areas directly surrounding them. Now estuaries are in fact small mountain chains ;). Rivers should be darker, this will probably require to make those bright areas darker also (to eliminate "canyon effect"). Then Arangol should take care of final touches, checking the result in Blender.
"Close the world, txEn eht nepO."

Arangol

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Re: Klyro's City Project
« Reply #56 on: May 09, 2006, 01:07:48 pm »
Hmm there is maybe something wrong with my blender... Here is a picture after I've subdivided it 3 times and then put a cloud material on it:

Hmm, somehow it makes the uv wrong...
 :o :o
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

Choose how the Klyros town will look like:
Klyros City Project
Klyros Names

Haanz

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Re: Klyro's City Project
« Reply #57 on: May 09, 2006, 02:21:40 pm »
i'm not entirely sure what your talking about...but try rendering it and see how it looks
the Teakettle...

Arangol

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Re: Klyro's City Project
« Reply #58 on: May 09, 2006, 02:32:44 pm »
It renders just fine. I had that picture in shaded view so it might have affected it ;). But when I try to add noise it looks like this (I clicked 8 times on noise):

Hmm, I don't have an idea of what it makes.
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

Choose how the Klyros town will look like:
Klyros City Project
Klyros Names

Wired_Crawler

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Re: Klyro's City Project
« Reply #59 on: May 09, 2006, 03:18:54 pm »
Hmm there is maybe something wrong with my blender... Here is a picture after I've subdivided it 3 times and then put a cloud material on it:

You have subdivided the plane 3 times. Nonono, If You want to make a lanscape You need many more subdivisions, at least 250.
EDIT: use "Subdivide Multi" (WKEY, then 2KEY, enter 128, press OK, then do normal subdivide once and You will have grid 256x256).
I really recomend using script which I mentioned previously, A.N.T. Image_Relief. You will create a landscape from heightmap in no time :)
« Last Edit: May 09, 2006, 03:25:43 pm by Wired_Crawler »
"Close the world, txEn eht nepO."