Author Topic: Simple 3D models  (Read 32193 times)

JellyWerker

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« Reply #150 on: January 07, 2005, 10:38:10 pm »
aargh cherppow! you beat me too it agian, I will post my models soon anyway, mine are traditional style headstones like so:

 /-------------\\
/...............\\
|....R.I.P....|
|...............|
|_________|

Wonderfull text art, eh? :D

I will post them soon though, I am lazy:) unlike you cherppow.

Edit:



Here they are, ugly, aren\'t they? I need to make a nice little room like cherppows so they will look pretty :) (tombstones on a kitchen counter, hmm..!) I also made a \"weathered\" texture, which is a little blurry and is much darker, with little green stains. I am not sure how to do the text on them, as in which way will look best and most realistic. They are granite, and there is a modern headstone, a gothic gravestone, a headstone, and a modern gravestone. (heade being plaque type, while gravestone being classified as upright)

Edit2: I noticed two things wrong with them just now, the texture on one of the stones isn\'t aligned, and they don\'t have any shadows, eek! How freaky! Why won\'t my shadows work? Help, they are freaking me out with their surreal shadowless-ness. 0.0
« Last Edit: January 08, 2005, 12:25:06 am by JellyWerker »
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Cherppow

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« Reply #151 on: January 08, 2005, 12:46:14 am »
Instant Cherppow.

To JellyWerker: Very good, those look like something you might meet in PS. Just as you noticed one of the textures is somewhat twisted, but it\'s easily fixed by moving the corresponding UV.  For the shadows try changing lamp type to spot. You must have shadow calculation enabled from the scene options (F10). And of course the mesh must be traceable. Traceable button is in material options (F5). That should do it. For best results you may want to temper with the spotlights buffer, clipping, angle, halo... options. If you want really dark shadows but the intensity of the light makes the surfaces boil, enable the shadow only-option from the lamp settings.

I\'m actually trying to get rid of my room ;) and get the viewmesh working. So far with pretty sad results.
« Last Edit: January 08, 2005, 01:32:33 am by Cherppow »

JellyWerker

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« Reply #152 on: January 08, 2005, 02:34:11 am »
but the room is pretty :D anyways, thanks for the help, I am about to eat dinner now, so I will do it later this evening.
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Under the moon

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« Reply #153 on: January 08, 2005, 07:25:23 am »
That was it exactly.  Nice work to you both.  I can imagine the names of fallen warriors and family enscribed all down the faces of those pylons.  And flowers piled at their bases.  A sad scene, really. ;(

IceCold

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« Reply #154 on: January 08, 2005, 04:05:19 pm »
Great stuff all along Cherppow.  Those things would look nice in the game, and would help it feel more complete.

You seeem to get intresting stuff done very quickly so you realy should aply to a wtb member grrrrrr....

*pokes Cherppow* go into irc and nag the devs as soon as possible :)

JellyWerker

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« Reply #155 on: January 08, 2005, 05:47:16 pm »
quickly, yes hmm... I need to work on that :D Went to sleep early last night, so here is the update, redid the uv-mapping on the closest stone, and added shadows. (although they are kinda weak for some reason, hmm, will work on that.)

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Frarda

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« Reply #156 on: January 08, 2005, 07:37:39 pm »
You should pull the spotlight back furthur so the lighting actually covers the entirity of the viewable area.

Is there something there causing ambient light? From my experience anything outside of that spotlight should actually be completely black...
« Last Edit: January 08, 2005, 07:38:18 pm by Frarda »

Cherppow

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« Reply #157 on: January 08, 2005, 10:05:16 pm »
Hi!

Thanks for the comments everybody. :)

To JellyWerker: Hmm, i don\'t actually see the items cast any shadows, just the spotlight spot. If you\'re using buffer shadows, it\'s propably because the objects aren\'t inside the clipping area. See the lamp options and set the ClipStart-slider to 3 and ClipEnd to 30, that will propably fix it.

If you\'re using rayshadows, make sure you have raytracing enabled on the scene options. Also check that your wall material has the Shadow-button pressed, this enables them to receive shadows.

If you want to enlarge the spot area, you can do as Frarda said, or simply enlarge the spot size from SpotSi slider in lamp options. I\'d recommend using both, to get the best looking shadows for your objects.

To Frarda: You\'re right, outside the spot should be total darkness. My guess is, JellyWerker has another lamp somewhere, supplying some ambient light.


Inspired by various typing errors, here\'s VR impression of PlanetShift. Put together with Blender & raytracing.



Ah, now that IceCold mentioned it i may as well reveal that i\'ve sent the application for PS team more than a month ago. Still waiting like it was only yesterday! ;)
« Last Edit: January 08, 2005, 10:08:41 pm by Cherppow »

ArcaneFalcon

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« Reply #158 on: January 11, 2005, 01:09:36 am »
Quote
i\'ve sent the application for PS team more than a month ago. Still waiting like it was only yesterday!
 Methinks you should definitely get on the IRC channel then and talk to either Venge or Djagg.  People have been getting responses much quicker than a month iirc.

The models and render look great Cherppow.  Jelly, I think that on the skins for those grave stones you should lighten the edges like the stones on the fountain in Hydlaa Plaza.  Great work to the both of you.

:emerald:

Kixie

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« Reply #159 on: January 11, 2005, 01:17:57 am »
Ack round some stuff off there cherpow :P Your going major on the Poly count lately. :D Great work as always, keep it up.

davo

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« Reply #160 on: January 11, 2005, 01:09:51 pm »
ok i really like this stuff.

it has that sexiness that game objects have.  planeshift really needs this socialness (dart boards ect) and variety of items like which has been created here.

these items look like they could go strait into the game.

to tell you the truth i have never killed anything in cb, i am a sociable charecter
in game name : davoid

Cherppow

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« Reply #161 on: January 14, 2005, 12:25:44 am »
Greetings.

Thanks for the comments everybody.

To Kixie: Just point an object and i\'ll round it for you. Let me guess, the rat eye? :)

To davo: Thanks! I too enjoy common everyday items. Lately i\'ve been doing some pretty rough models, maybe it\'s time to return modeling something more peaceful. How about swing of a kind?
« Last Edit: January 14, 2005, 12:26:29 am by Cherppow »

Syzerian

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« Reply #162 on: January 14, 2005, 12:30:54 am »
Quote
How about swing of a kind?

Id really like to see you do somme lanterns or torches :)

JellyWerker

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« Reply #163 on: January 21, 2005, 03:36:18 am »
Here is a peaceful object, a birdbath :) I think I will do more birds later.



Note: I also needed to ressurect the thread :D

Edit: Here is a lantern for syzerian, I am working on a torch.



Note2: Cherppow, how can I stop the light blasting out of the bottom? The bottom isn\'t a transparent polygon/s so I don\'t know why it is happening. I tried playing with the reflection properties of the plane, to no avail. I also tried inserting another polygon at the bottom of the lamp. Also to no avail. I am puzzled over this problem, the lamp is simply a \"lamp.\"
« Last Edit: January 21, 2005, 05:10:44 am by JellyWerker »
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Cherppow

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« Reply #164 on: January 21, 2005, 10:39:25 pm »
Hello everybody.

I\'ve been quite busy lately, the lectures here at hut have started again. Plus I\'ve been doing some pretty sneaky things ;) But there\'s always time for something simple.



A candle and torch for Syzerian. Both are carryable light sources that a player could use to light any dark caverns his/her journeys go into. Flame oil and some old cloth may be used to greatly increase the burning time of a torch (the second texture). Candle burns for a couple of hours as it is, but you can\'t see too far in its limited light. Be careful when wandering into the lower levels, these light sources are not usable underwater.

Candle flame is a particle effect. The candle uses 128*128 tga and the torch has 128*256 tga texture. Candle texture has some transparency in the handle.

To JellyWerker: Good to see you again! I see that you\'ve also succeeded in adding the shadows to your pictures. The birdbath is so nice i just want to stay watch the birdies! :) Your YafRay render looked very nice too. To the subject then.

You need to use shadows to prevent the light from passing through faces. Without the shadows, the light from the lamp is added to all faces depending on the angle and distance from the lamp. No faces block the light. In your lantern (looks good by the way) picture, the situation is exactly this. The light not only comes through the below, but it comes through all the faces. Ok, this all you propably knew. So let\'s see how we can change it.

You already know how to use the buffer shadow, as you use it in your previous pictures. The problem is that \'spot\' is the only type of light in blender that supports buffer shadows. And spotlight only gives light to certain angle. You could always use one or more spotlights.

The alternative way is ray tracing. Simply press the rayshadows-button down from the lamp options and enable ray tracing from scene options. You must of course set some of the faces transparent now, or all the light is contained within the lantern. It takes a longer time to render, but all lamps except \'hemi\' can cast ray shadows. In addition, mirror reflections and light refractions can now be used.

I don\'t think PS has any dynamic shadow calculation yet, at least not for the smaller objects, so we don\'t have to worry about that.

In your situation i\'d use the normal lamp with ray tracing. Here is a quick example image of lantern with ray tracing.


\"Inside the mansion of octarch of the fifth level, two minutes after he had been captured for treason.\"

I used normal lamp to create nice all around lighting, and enhanced the scene with low energy halo spotlight. There\'s also mirror using ray mirror and some refraction on the bottle.

That\'s all for now. Thanks for reading everybody! Yay, 10 000 views! ;)

Pst! There is a crooked mouse pointer mod available at http://www.ps-mc.com/. Have fun! Thanks josePhoenix!
« Last Edit: January 25, 2005, 11:16:42 pm by Cherppow »