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Author Topic: 2 Day Artists' Challenge -  (Read 1684 times)

« Reply #30 on: March 24, 2014, 07:06:42 PM »
still no idea how you do that

Cyper here's the project so you can see how it's done (the models are compiled in the project) I am too lazy to explain everything  :P

I guess the only problem I can see is the fact that the carpet is glossy when it should perhaps be more matte.

I will follow your advice to the next  :D
« Last Edit: March 24, 2014, 07:14:43 PM by joseuz »
my strength is the texturing and graphics
« Reply #31 on: March 24, 2014, 08:43:30 PM »
yes... this has been a good one... for everyone...

i just got in and am dead... will take my time in the morning and look over the latest replies...

--Mike

« Reply #32 on: March 25, 2014, 10:01:29 AM »
Joseuz...
Quote
.. here's the project so you can see how it's done (the models are compiled in the project)
i downloaded your test 3dr...  how do i get the "compiled models" to show, seeing as the models don't exist on my machine...
all i see is the default yellow fish and boulder...

Cyper...
thanks... but my scenery lacked the "life" that yours had... lightmapping alone isn't enough... i found a lil success using Dave's (GeneTransfer) cubemap shader... but it requires that all scenery elements have the shader control their texture skins, which requires a different mesh for each different texture (a real pain when lightmapping stuff), or a single huge uvmapped texture for everything in the scene...

Georgio...
it is lightmapped... i used an old tool from called CShop from the old Blitz/Leadwerks community that lets me model and lightmap at the same time... point lights unnecessarily degrade performance and are limited to 4 (i think), though, through some creative logic, that should be enough... 
Quote
The textures could be a little more detailed
I agree, the textures could (and should) be a lil more detailed... i'm working on learning how to achieve this (suggestions and pointer to tuts appreciated)...

--Mike




« Last Edit: March 25, 2014, 10:05:54 AM by Mike Hense »
« Reply #33 on: March 25, 2014, 10:28:24 AM »
it is lightmapped... i used an old tool from called CShop from the old Blitz/Leadwerks community that lets me model and lightmap at the same time...

--Mike

this sounds awesome. is it a free modelling and lightmapping tool and how could i get it please
« Reply #34 on: March 25, 2014, 11:49:39 AM »
my strength is the texturing and graphics
« Reply #35 on: March 26, 2014, 07:12:20 AM »
@Reaver...
i don't really know if it's freely available... or even if it's still available...
i've got a license for it from way back when (2003)... it's very old...

the latest incarnation of the program is something called 3D WorldStudio from TheGameCreators...

we talked about CShops here a while back-> http://www.3drad.com/forum/index.php?topic=7231.5

--Mike

« Reply #36 on: March 26, 2014, 09:11:36 AM »
cool thanks mike i'll check it out
« Reply #37 on: March 27, 2014, 07:05:51 AM »
before we leave this, i'd just like to discuss how people approach lighting in RAD...
how would you approach lighting an indoor level...

i've found 3DRAD's lighting to be one of the biggest challenges i've had to overcome...

if using point lights, i've always needed to make sure i've got some logic in place to manage the max number of lights, strategically placing them throughout the scene... 

and since the shadowing doesn't use point lights (as might be expected), but uses the Sunlight object (which i thought was supposed to act as a Directional Light), i feel that it's useless for indoor lighting...

what's your thoughts and what approaches do you take...


--Mike
« Reply #38 on: March 27, 2014, 09:34:00 AM »
The lighting is really very hard on large models if needed more from 4 point lights. But is it possible to make more point lights on the same skinmesh? Is there a shader or technique that allows more point lights than 4?
If we don't give up we can achieve the unthinkable!
« Reply #39 on: March 27, 2014, 09:41:54 AM »
is it too late to give this a go?
« Reply #40 on: March 27, 2014, 04:39:00 PM »
sorry i only just found the time to have a go at this. i hope you dont mind.
this was about 2 and a half hours for me and i know theres lots of improvements to made but i was rushing a bit.
screenshot is taken with the 1st person cam
« Reply #41 on: March 27, 2014, 08:43:51 PM »
before we leave this, i'd just like to discuss how people approach lighting in RAD...
how would you approach lighting an indoor level...

i've found 3DRAD's lighting to be one of the biggest challenges i've had to overcome...

if using point lights, i've always needed to make sure i've got some logic in place to manage the max number of lights, strategically placing them throughout the scene... 

and since the shadowing doesn't use point lights (as might be expected), but uses the Sunlight object (which i thought was supposed to act as a Directional Light), i feel that it's useless for indoor lighting...

what's your thoughts and what approaches do you take...


--Mike

I do not understand  :-\
my strength is the texturing and graphics
« Reply #42 on: March 27, 2014, 09:00:36 PM »
i'm talking about RAD's poor lighting...
point lights don't cast shadows... scenes limited to 4 at a time... 

how do you circumvent these problems... or do you even see em as problems
when composing an interior scene...

examples below of 3DRAD point lights compared to Leadwerks point lights, and the
effects they have on almost identical scenery...

--Mike
« Last Edit: March 27, 2014, 09:11:35 PM by Mike Hense »
« Reply #43 on: March 28, 2014, 02:49:09 AM »
i rushed this my scene a little bit just to try to tag onto the end of this challenge. textures are default sketchup ones except the sign. no bump, uv, or lightmapping on the scene at all. one model, one point light and the sunlight object. as you can see half of it isnt finished either lol.
« Reply #44 on: March 28, 2014, 03:58:36 PM »
Whilst it is true that the pointlights are next to useless in Rad for actual scene lighting I don't think that poses a big problem in itself. Pointlights for lighting a scene are usually static so shadows/highlights can be built into the texture if you plan or lightmapped if you're clever. From my experience in Unity the dynamic lighting is far better but it really consumes resources and a couple of pointlights will cripple a game for an android system.
I think we've all proved in this thread that you can make a decent looking scene in Rad, maybe not the best, but good enough to generate some atmosphere, and after all good gameplay can take you to a place where your brain makes up the graphics anyway, I've used the example before but... Gran Turismo 1 came out and me and my friends loved the game and played it to death, we all thought the graphics were getting close to photorealistic, look at it now and the cars are boxes on wheels...
Today's AAA graphics are tomorrow's joke but yesterday's great gameplay is always great
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