Page 2 of 3

Re: What Age are you working on?

PostPosted: Fri Sep 09, 2011 7:32 pm
by bnewton81
You guys are all doing such amazing things. Guess I'm going to have to get to work now. Good thread. Nice to see what is being accomplished

Re: What Age are you working on?

PostPosted: Fri Sep 09, 2011 9:39 pm
by Tweek
A wild Tweek appears!

Tweek uses screenshot.

Image

It's super effective.

Re: What Age are you working on?

PostPosted: Sat Sep 10, 2011 10:24 pm
by ZURI
Sorry for the lack of screenshots, but there are some in another thread. Lately, the team has been working on Tar'sahl, Pahra Prad, Rehahts, and a few that I can't mention at this time. All relate to the story of the Children of Yahvo (Eder Bahreltahn).

Re: What Age are you working on?

PostPosted: Sun Sep 11, 2011 10:27 am
by ametist
Ages for school - hope to show them soon! :)

Re: What Age are you working on?

PostPosted: Sun Sep 11, 2011 1:12 pm
by Aloys
There are some nice Ages being worked on here.
Tweek wrote:A wild Tweek appears!
Tweek uses screenshot.
It's super effective.

Nice; more Fahets on the way. :) (heck; it's been a while since I checked Beneath..)

Doobes wrote:Here's the one I've been working with on and off for the last few years now...Eder Rastekesh:

Looks really good, especially now that it's no longer black. :p Somehow it reminds me a bit of Myst..

Chloe wrote:And by now we're all aware of just what it is I'm working on: DIRT always working on that.

Do you think you can publish a version by the end of this year? That'd be great.

Chacal wrote:
Aloys wrote:What Age are you working on?
50.
:(

That's.. way too much. :? (and I thought I was spreading myself too much with 7 ages..)

Re: What Age are you working on?

PostPosted: Sun Sep 11, 2011 5:38 pm
by Paradox
Been working off and on with a concept for several years now (since 2007 at least)... I've rebuilt the terrain 3 or 4 times, but I think I've finally gotten it to a point where I'm happy with it.

For the past year it's been built in Blender 2.5x, meant to be used as a testing ground for PyPRP2, but unfortunately due to PhysX, PyPRP2 can't export for MOUL on Linux. :( Maybe we'll see it running in Plasma once Bullet has replaced PhysX.

My big challenge now is going to be texturing. I've built it as a single mesh so far, so that it can be split up into various easier-to-manage pieces, but I foresee a lot of issues in getting textures to not have visible seams.

Image

Re: What Age are you working on?

PostPosted: Mon Sep 12, 2011 2:25 am
by bnewton81
Paradox, why did you allow triangles in your mesh? Don't they cause tearing to the textures? Looks great btw. Just wondering about this. Is there a rule about when you can and can't use triangles?

Re: What Age are you working on?

PostPosted: Mon Sep 12, 2011 2:42 am
by dendwaler
Just wondering about this. Is there a rule about when you can and can't use triangles?


I do not understand your question.
AFAIK you can alway's use triangles as much as you want.
The result depends only on a proper UV lay out.

Re: What Age are you working on?

PostPosted: Mon Sep 12, 2011 4:56 am
by D'Lanor
If I am not mistaken Uru only uses triangles anyway. So even if you use rectangles they will be converted to triangles upon export.

Re: What Age are you working on?

PostPosted: Mon Sep 12, 2011 6:41 am
by Aloys
The reason people favor using quads over triangles is because most UV mapping tools works better with triangles, and some only work with triangles.
That being said, nothing prevents anyone from working with triangles or even Ngons if you want.
In any case, Blenders UV tools aren't exactly great IMO; so in my experience using quads or triangles doesn't make a lot of difference..

Dox: this looks good; very organic. I like the multi-leveled structure. You must have spend a bit of time on this. Is that the ice Age you started working on wayyyy back?
UV mapping complex landscapes is always a pain, but it's possible. It all depends on the amount of time you are ready to spend on it. :P With decals, and vertex alpha painting there are many possibilities. Look at what is done in Gira, Relto, or the Cleft, for instance. It is quite time consuming though; especially if you want to use the Gira trim decal technique.. Vertex alpha painting gives decent results though, and it is much easier to use.