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Re: A little glimpse=)

Posted: Mon Nov 01, 2010 7:54 am
by N. Sigismund
By the way, you can still find trials of 3DS Max 7 and 8 on the internet. Both work for plugin purposes.

When you export something (say in an .obj file, which is the best for single-asset exporting) from 3DS Max, it should include the UV map by default. You could also export a .3ds file or a .FBX file and Blender will probably be able to import happily.

Of course, when Cyan releases the plugin source it would probably take less than a month to get versions of their plugin out, either for Max 6 or Max 2011. But we just need that source, and that is going to take quite a while if all things remain constant. Bear in mind it's been over six months since we got the binaries. We're all in for the long haul. :P

Re: A little glimpse=)

Posted: Mon Nov 01, 2010 10:00 am
by Szark
Thanks. As I am only getting into his myself I really don't have an understanding if those poly counts are low or high or just right. From memory I think an age shouldn't really exceed 50,000 ploys. So from that calculation they could be about right but confirmation of this would be nice.

Re: A little glimpse=)

Posted: Mon Nov 01, 2010 10:07 am
by Chacal
Question for writers: looking at the gazebo picture above, if I wanted to get the same lighting effect in Blender, how should I do that? I see several solutions in the tutorials, vertex painting, light baking, etc, but I don't know which one to use.

Re: A little glimpse=)

Posted: Mon Nov 01, 2010 8:03 pm
by Paradox
Chacal wrote:Question for writers: looking at the gazebo picture above, if I wanted to get the same lighting effect in Blender, how should I do that? I see several solutions in the tutorials, vertex painting, light baking, etc, but I don't know which one to use.


You almost definitely want a lightmap for the floor and the steps in order to achieve those shadows from the pillars.

As for the pillars, you might be able to do it with either the lamp itself, or fake it with vertex painting or a blend texture. Lightmaps are a bit overkill for something like that.

Re: A little glimpse=)

Posted: Tue Nov 02, 2010 2:20 pm
by Albanvs
Alright, I've downloaded and installed blender and then did some importing. the only snag I ran into was that large cube thats in the center of the viewport. Is that standard? So far its looking like its importing okay and scaling nicely. I just have to figure out how to reapply the textures.

Re: A little glimpse=)

Posted: Wed Nov 03, 2010 1:20 am
by Egon
Albanvs wrote:the only snag I ran into was that large cube thats in the center of the viewport


Blender at startup inserts on default: one cube, one camera and one light.
You can delete them by presing "a" (to select all. Selected objects will become pink.) and "x" (x is for delete).

Doing that before importing stuff will probpalby help ;)

Re: A little glimpse=)

Posted: Mon Nov 25, 2019 11:57 pm
by Albanvs
Cavern Walkway
Cavern Walkway
the cavern copy.jpg (503.22 KiB) Viewed 6054 times
A Corridor
A Corridor
corridor copy.jpg (509.48 KiB) Viewed 6054 times
Cave Dwelling
Cave Dwelling
cavern_lamps copy.jpg (597.58 KiB) Viewed 6054 times
Here are some more assets I've been working on. Most of them are currently being reworked to keep the aesthetic and rustic quality. If you see me in the Cavern staring at a wall I'm taking notes :)

Re: A little glimpse=)

Posted: Tue Nov 26, 2019 12:04 am
by Albanvs
Some more things

Re: A little glimpse=)

Posted: Tue Nov 26, 2019 2:23 am
by Deledrius
Gorgeous!!

Re: A little glimpse=)

Posted: Tue Mar 03, 2020 2:40 am
by diafero
Wed Nov 03, 2010
So you are coming back to this project after a 10 year break? Impressive. :D