Eder Feroshtam

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Eder Feroshtam

Postby Sirich » Tue Mar 30, 2010 1:10 am

Shorah.

I am trying my hand at age writing, I've gotten pretty far now, here are some pictures.

update 0:
Image
Image
update 1:
Image
Image
update 2:
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update 3:
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Edit: I have begun posting updates in new posts, I am not editing this further until needed. (I.E. age is released, not working on it anymore, etc, etc.)
Last edited by Sirich on Thu May 06, 2010 12:26 pm, edited 9 times in total.
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Re: Eder Feroshtam (having export problems)

Postby kaelisebonrai » Tue Mar 30, 2010 1:42 am

Hms... If I was to jump to conclusions, I'd suggest that using subsurf for realtime-3d stuff would be a /bad/ idea. that, and the vert count and facecount for that object look huge.

However, that's not much use to you. So, what I will ask, is if you get any messages in the blender console window. =) Posting those messages might give us a bit of a better idea what the problem might be. =)
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Re: Eder Feroshtam

Postby Sirich » Tue Mar 30, 2010 1:47 am

Well, I figured out the problem after a bit, it was simply my computer processing the huge vert/face count, after a while it exported fine. :)
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Re: Eder Feroshtam

Postby ZURI » Tue Mar 30, 2010 7:55 am

Sirich, although it's not something I'd recommend making a habit of.... There (is) a way to use Subserf without completely killing your system. Blender also has a Decimate modifier. I sometimes use Subserf to gain the shape intended, then Decimate it until the vertice count is low enough. Afterwards, take a little time to smooth out the jagged edges left behind - and there you go. I've found this helps me gain a more "organic" look without killing my framerates.

Don't forget that textures and lighting (can) make up for lack of detail (geometry wise). ;)
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Re: Eder Feroshtam

Postby Sirich » Tue Mar 30, 2010 11:46 pm

Thanks ZURI, there isn't any lag now that I've used Decimate on the kickables and walls. :)

Also, I'm helping another person make his age, and its turning out a lot better, so this isn't going to get a whole lot of attention.
I've also gotten a lot better with textures, but Lighting is still my weakness.
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Re: Eder Feroshtam

Postby kaelisebonrai » Wed Mar 31, 2010 1:13 am

Regarding textures, it might be a bit nicer if, for example, the texture on the walls of the area wasn't so stretched, as it were. perhaps you could try changing the UVmap, such that the large space of the walls don't correspond to a small area of the texture. =) It should look a /lot/ nicer, then! =D

Of course, its up to you. =)
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Re: Eder Feroshtam

Postby Sirich » Sun Apr 04, 2010 11:29 am

Thanks Kaelisebonrai, I actually changed textures right after you posted that, but I hadn't gotten around to updating. :)
Last edited by Sirich on Thu May 06, 2010 12:27 pm, edited 1 time in total.
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Re: Eder Feroshtam

Postby Sirich » Sun Apr 18, 2010 2:27 pm

More detail! A bench (Currently inoperable), A pool of water, and a mysterious metal panel!

Image

Probably no updates for a bit, edge-of-water ripples are giving me a hard time.
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Re: Eder Feroshtam

Postby Jadawin12 » Mon May 03, 2010 12:23 pm

That's a nice bench!
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Re: Eder Feroshtam

Postby Sirich » Thu May 06, 2010 12:23 pm

Thanks, Jadawin!
And now, I have ripples! (messed up the upload, no thumbnails for this post :()
Image
No bench for now, (Sorry, Jadawin!) I'm gonna put it back in later.

Also, walk ripples are being a pain in the... yeah.
Image
Still attempting to correct this bug.
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