Library Texture

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Re: Library Texture

Postby andylegate » Tue Jan 29, 2008 5:58 pm

Once you join objects, if you need to split them apart again, simply go to edit mode, and select the vertices of the mesh you want to seperate. Hit the P-key and select "Seperate" it will split off from the object.

Vertex painting is good, but not for large areas........because you'll end up subdividing and making a lot of faces, and you get the result that you got. Too many faces! :D

That's what happened to you. You had a ton of faces on one bookcase........and then you had like 59 book cases. That's asking the computer to do a lot of thinking.

As far as Un-subdividing......select the faces you want in edit mode, then hit the W-key and select Merge.
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Re: Library Texture

Postby Justintime9 » Wed Jan 30, 2008 4:28 am

ah :D O... and how do I get the textures back on the bookshelf? the fixed bookshelf is all purple
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Re: Library Texture

Postby andylegate » Wed Jan 30, 2008 4:30 am

THAT you're just going to have to re-do. Apply the texture from scratch again.....

Don't panic, just chalk it up as a learning experience.
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Re: Library Texture

Postby Justintime9 » Wed Jan 30, 2008 4:50 am

o_O /me panics O well... I guess you're right... but if I don't use vertex paint, it doesn't look good... I still havn't figured out how to add lights... (i guess I'll have to go back to noob to pro :P)
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Re: Library Texture

Postby andylegate » Wed Jan 30, 2008 5:37 am

Justin,

When you say, you don't know how to add lights, do you mean, you don't know how to put in lights and make it look good? Or do you mean, you really don't know how to put in lights?

The reason I ask is Blender's tutorial, noob to pro, lights don't help you very well, as Blender renders lights a bit different. Adding lamps is easy. Making them make your objects look good is the hard part.

To add any kind of lamp, simply put your cursor where you want your light, and click on Add>Lamps and pick a type of lamp to add.

Now, if vertex painting isn't going to help you, then think of other ways to achieve what it is that you want to do. Can you take your texture for that spot, copy it, and using photoshop, make it look like you want? Have you given Nadnerb's tutorial on Light Maps a try? (it's a bit advanced, and you might want to finish the rest of your Age first, but it's still full of info and very good.).

In my opinion, and I stress that word: OPINION, you started too big. Maybe you should put this Age on hold and make a smaller one. One that you can use to learn how to do stuff, or practice it. Leaving the big Library Age for when you're ready for it, or ready to apply what you learned with your smaller Age.

If you look through the PyPRP forum, you'll see that a LOT of people went and started there own little age to learn how to use the new plug in. Yes, all right, you also had dummies like me who are using their big Age, but someone like me has all day to mess with it since I work from home.

Don't give up though, keep up the spirit. The more you do, the easier it will get. Trust me on that.
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Re: Library Texture

Postby Justintime9 » Wed Jan 30, 2008 2:14 pm

Ok, well, I DO know how to add lamps... I do not however know how to place them in a realistic way, and get them to show up in URU (they never show up in URU! it's so annoying... and Noob to pro doesn't help :P) One last thing tho... when I tried to merge faces, it gave me 3 choices, and none of them did what I want... how do I get rid of all the faces, and make it one big face? (AKA "Un-subdividing") Also, the age I'm working on really isn't that hard, all it is is a few rooms , and a long confuzing maze. It was actually a dream I had a week ago that I thought would make a great age. I've learned alot since I started blender, and the more I work at it, the more I learn. If I learn something new after I start my age, I'll simply change things so that they're better :)
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Re: Library Texture

Postby andylegate » Wed Jan 30, 2008 2:44 pm

Okay, when you say the lamps don't show up in Uru......what do you mean?

A.) I don't see the spot of light on the wall where the light is shining. (or the ground, or what ever).

or

B.) I don't see the LIGHT itself. I'm looking at the spot where I put it in and I don't see squat!

If you mean B,......you won't see it. You won't ever, ever see the source of light. You can only see what the light is shining ON.
There for you have to make models that are your lamps, lightbulbs, firemarbles, etc, etc, and texture them so they look bright and shinny.

IF it's A, then you need to adjust the lamp's properties, and the tutorials DO cover that.

As for combining the faces, ooops, told ya wrong there, sorry, Merge won't work. Uhm, I just looked real quick, and I don't see how to do that either. I'm sure it's in the Blender tutorial. Maybe someone else knows that answer off the top of their heads.
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Re: Library Texture

Postby Nadnerb » Wed Jan 30, 2008 3:42 pm

Ok, I did not remove the texture info from that shelf. I merely unpacked it. It is still mapped, all you have to do is select the shelf bit, go to uv mode, and select the correct texture.

Dynamic lights are not very useful on indoor scenes in uru due to the way they vertex light. Also, you need to have the quad2 value on most lights set down near .001 to get any real light out of them. For indoor scenes, I would suggest baking lightmaps.. but that might be dangerous at this point. :? If you want to try it, you can check the tutorial on the wiki.
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