Uru With an Artist's Eye

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Re: Uru With an Artist's Eye

Postby Jojon » Sun Sep 30, 2007 12:54 pm

Whilyam wrote:The vertex painting can make the shadows like under the Tsogahl rock? If so, any link to where I can learn how?


I see no reason why you couldn't make a radial, single- or double circle (depending on desired falloff [how smooth the shadow edges are]) patch of vertices in the surface under the rock and paint the ones closer to the centre dark, but it may be more flexible to have a shadow object that moves along with the rock, should you want to move it.

As for shading a single object, the self shadow script in vertext paint mode is really seksi, btw. :)
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Re: Uru With an Artist's Eye

Postby Kierra » Sun Sep 30, 2007 2:17 pm

Transparencies work? Like, window transparencies?

How?

~Kia
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Re: Uru With an Artist's Eye

Postby Trylon » Sun Sep 30, 2007 11:45 pm

You'll need a texture with alpha first.

UV Map your object, then make sure you have a material assigned, and in the material settings, add a new texture.
Go to the texture settings in blender, select this texture, set type to "image". Then select your image for the texture, and make suer that the "UseAlpha" button is clicked.

Now you have alpha.

By adding multiple textures, (that have alpha) you can add multiple layers. you can also change the alpha values per layer, and the size of the tiles per layer.
(Like, having a large map that defines basic shape for the area, and a texture that shows the detail, like in the Tomahna desert)
http://alcugs.almlys.org/wiki/index.php/AgeTexture#Texturing_the_object gives some more info on the subject
One day I ran through the cleft for the fiftieth time, and found that uru held no peace for me anymore.
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Re: Uru With an Artist's Eye

Postby Whilyam » Mon Oct 01, 2007 1:06 pm

About the Cleft: The volcano shadow is not painted on. There is a volcano shadow texture file in the age's textures.
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Re: Uru With an Artist's Eye

Postby belford » Mon Oct 01, 2007 1:36 pm

There is?

Hm. Whoops.

I could have sworn I once followed the shadow edge until I was convinced that it followed vertex edges. Doesn't mean I wasn't wrong, of course. (Or maybe I was seeing the resolution of the texture.)
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Re: Uru With an Artist's Eye

Postby Whilyam » Tue Oct 02, 2007 5:45 am

belford wrote:There is?

Hm. Whoops.

I could have sworn I once followed the shadow edge until I was convinced that it followed vertex edges. Doesn't mean I wasn't wrong, of course. (Or maybe I was seeing the resolution of the texture.)

Right. The shadow picture I saw could have been one for far away. As you get closer, it might blend into the vertex painting.
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Re: Uru With an Artist's Eye

Postby Marcello » Mon Nov 05, 2007 12:59 pm

I'm pretty sure these more specific shadows are not done with vertex painting. I studied the textures of many ages with PRPExplorer. You'll notice there being many shadow textures with alpha channels. For instance the volcano shadow is a texture and is not vertex painting. It's actually not that big an image and is stretched out. Since it's only visible for a percentage the jerky edges of the stretched out image aren't visible. Clever in my opinion. There is also a texture for for the shadows beneath the rocks in the tree garden with the cloth in Kemo (the one with the boulders). There are many more examples.

So I believe many shadows are done with textures as are light falloffs (like roundish falloffs of lights on a wall. Think Ercana stairways). Much more efficient. Why make many extra vertices and faces just for a shadow? What if you want to move the object? Move all the vertices too? Not efficient. Remember that the boulder shadow in Kemo for instance can be reused as can be the light falloffs. For vertex painted shadows you would need the extra vertices and faces for each object again and again and again. A grayscale image with transparancy is much cheaper :) and easy to apply to the ground or a simple plane and as easy to move, remove or change.

General darkened corners and darker walls or object sides that are out of direct light are however done with vertex painting. Just open a Cyan age in Blender and check the vertex painting. You will see many colors, as stated above, to color textures (compare the textures in-age to the ones in PRPExplorer and you see how this works and what effect it will give ya) and general shadows. You will not however see the more specific shadows of detailed objects.

BTW great initiative to bring all these little details to one spot. I think in the end we need a new wiki where this stuff is needed to illustrate techniques and stuff. Great work.
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Re: Uru With an Artist's Eye

Postby Chacal » Sat Nov 10, 2007 10:45 pm

Great work!
I might add that you could use flymode in CC, so that you aren't limited in your movements.
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