Ages; Textures and Skies

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!

Ages; Textures and Skies

Postby Justintime9 » Fri Nov 23, 2007 4:33 pm

I've been figuring out Blender, and the last age I tried, I used stenciling... now, it looked perfect in Blender, but when I linked to it, what was sposed to be a grass texure, was just a stretched green mass... and the metalic texture down below looked pretty much the same... what am I doing wrong? how do I fix this? Also, How do I add a sky to my ages? do I put a big sphere around it, and texturize it with a sky texture? how do I Make it so that when I link to my age, my avi isn't just black, even though I can see the ground, from the lamp;Sun I added in Blender. Help would be much appriciated :D o, and one more thing... how do i texturize more than one thing (For example a ladder on top of a metal surface, that I want to be wooden, or a ball that I want to be multicolored?
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Re: Ages; Textures and Skies

Postby Aloys » Fri Nov 23, 2007 5:13 pm

I'm not sure I understand what you mean by 'stencilling'. (In fact I'm sure I don't) Can you detail that?

As for the sky, there are several techniques depending how your age is laid out, but putting a large sphere surrounding it is usually the best way.
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Re: Ages; Textures and Skies

Postby Trylon » Fri Nov 23, 2007 10:00 pm

PyPRP doesn't support stenciling yet, or, at least what blender calls stenciling
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Re: Ages; Textures and Skies

Postby Kierra » Sat Nov 24, 2007 12:59 am

For a sky texture I use a large UVsphere (and by large I mean HUGE). Make sure you flip the normals so that the faces are pointing *inside* the sphere (in edit mode with all of the verticies selected, hit spacebar>Edit>Normals>Flip) You'll also want to be sure to adjust your .fni fog setting if you see a purpleish fog in your age.

I'm not exactly sure why your texture looked funny when you tested it...can you provide a screenshot?

Best I can do is guess--perhaps you did not separate the objects? if they are supposed to be two separate objects but were both created in edit mode, when you hit the tab button, both will show their verticies? If this is true, try highlighting one of the objects, then hit the P button and separate the objects. One should remain vertices, and one should go to object mode. Then be sure to delete the object material for both of them, and add a new ones.

What it sounds like happened is that in blender you tried to use two different UV maps for two objects that are connected. So even though in blender it says they have two different UVmaps, when you export them it thinks they are the same object and the UVmap for one of them gets applied to both of them, which can produce weird looking results.

But thats just a guess, a screenshot would really help diagnose your issue :)

As for age lighting, a screenshot would help there also...best answer I can give you for now is to not worry much about age-lighting until you're near the end of your age building.... if you decide to change something in your design plan its easier if you don't have to change lighting as well. Lighting and sound-regions are something that I personally like to hold off until the last phases of agebuilding.

~Kia
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Re: Ages; Textures and Skies

Postby Justintime9 » Sun Nov 25, 2007 11:14 am

well, I just tried what u said... and here's what it looked like in blender; Image
looks perfect right? now, I also had a large sphere on it, I did the thingie u said to do with teh UV Sphere: Image 1st of all, I didn't think I'd be able to see the texture on the outside after doing the Edit: flip thing, but perhaps I was wrong. Now, I linked to the age and this is what happened: Image
Where's My grass Texture??? where's my sky? when I jump off the plateau, I see this: Image
(Note: pay no attention to my avi being half sunk in the "Water", I did that Intentionally) Where's my
water texture??? the little black box says something, I'm not sure if this'll help, but it says: Image Any Idea as to what went wrong?
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Re: Ages; Textures and Skies

Postby Kierra » Sun Nov 25, 2007 12:57 pm

Hm, just to be sure we're on the same page, what method of texturing are you using? Are you using the material creator in blender, or are you using UV mapping?


~Kia
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Re: Ages; Textures and Skies

Postby Justintime9 » Sun Nov 25, 2007 1:20 pm

I just click "Add texture" and then select Image, and then adjust how much the texture is repeated (X=10, Y=10) I don't know wat UV mapping or Meterial creator means, but that's what I do.
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Re: Ages; Textures and Skies

Postby Kierra » Sun Nov 25, 2007 1:35 pm

Ah ha.

For reasons unknown to me 'cause I'm not a programmer, Uru doesn't accept Blender's built-in texture creations. You must use UV mapping, which is basically just using photos as object textures.

try this tutorial: Editing UV texturing

You will also need to find some pictures to use for texture mapping. It is a very good idea to make sure that any pictures you use are copy-right free.

Here are a couple of good sources I use:

http://blender-archi.tuxfamily.org/Textures

http://www.cgtextures.com/

There are a lot of free textures out there, you just have to search for them.

~Kia
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Re: Ages; Textures and Skies

Postby Chacal » Sun Nov 25, 2007 1:50 pm

I have a stupid question:
In Blender, when you put your Age in a skybox such as the one above, how can you prevent it from blocking your view? How can you move your viewpoint inside the sphere so you can keep working with the Age?
Chacal


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Re: Ages; Textures and Skies

Postby boblishman » Sun Nov 25, 2007 2:22 pm

click the eye icon ... it will then be hidden (until you need it again...)

Image
when it comes to Age creation ... "DOH" seems to be my middle name...
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