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Posted: Mon May 15, 2006 4:44 pm
by J'anim Paedet
[quote="Paradox"] TE, I think someone was mentioning that we have no concept art for the inside of the hub.

That was me! That was me! ;)

And yes, welcome back. As ever, we appreciate any help you are able to give us!

Posted: Mon May 15, 2006 5:14 pm
by Aloys
[quote="Paradox"] Aloys, be sure to tell us when we can sign up for a shell.

It is a matter of days. Right now I am fixing the texture export bug and assigning all objects to Pages. And this is very long to do: there are over 1500 objects in the scene and all of them must be treated one by one.
Once this is done I can export all the shells and we can start the sign up process. :)


Nice to have you back on board TE. :)


delete the TexFaces for the Hub bridge supports -- they're supposed to be black, but blank UV texturing seems to have gotten in the way.
Oh, ok. I wondered why they were the only untextured objects.


Thanks all for the comments. :)

Posted: Mon May 15, 2006 7:31 pm
by Robert The Rebuilder
I think nighttime is a good choice for the backdrop, since I think we never resolved where exactly this city will be. (Outside, in a valley; inside a cave; near an ocean, etc.) So, covering it up in black is good for now. But that begs the question: what will provide the lighting? I like in the renders how the center of each triangle has a large lamppost; if you plunk down an omni light at each one of those centers, that could take care of the lighting. But that would be much work, in addition to the 1500 objects to attribute to a page...

Which one of those three renders do you recommend we feature on the AgeBuilder Wiki, Aloys?

Posted: Mon May 15, 2006 10:23 pm
by Mystified Explorer
Wow! This'll be really good :D

Posted: Tue May 16, 2006 11:06 am
by Owehn
Probably the shell builder will take care of lighting individually. There's enough monotonicity already, I think, to have the same lighting everywhere.

Posted: Sat May 20, 2006 11:19 pm
by Aloys
Now that shells are complete (safe for textures, but that's not important right now) the next version is on its way, and I started working again on other things: new lampposts, high walls to break up the districts, customized courtyars to break up the monotony.
Here is a blender screenshot showing a courtyard in the blue district I've worked on.
(far in the background in the street you can spot one of the new lampposts that now dot the streets.)

Image
(I've gone with a night setting again, we should really decide on the environment ;) )

Posted: Sun May 21, 2006 4:42 am
by Tweek
I actually really like the night sky setting, it fits well with the current textures. But if they are place holders then I don't know how it would look.

Posted: Sun May 21, 2006 5:26 pm
by Aloys
I agree, the grey/blue tones add a lot to that. That and because all the light sources are the lampposts near the ground, so there's no light coming from the sky. (In fact there's no 'real' light at all, since it's all vertex painted on the models.)

But it could probably look ok too with more light in the sky:
Image
(couldn't resist and added flares on the lights :ph34r: too bad we can't have them ingame)

Posted: Sun May 21, 2006 7:02 pm
by T_S_Kimball
Hmm...

Perhaps somewhere in between the two, like a red/amber twilight? Would better fit what I've imagined of the place's final look - is it an end or a beginning? Dunno if you're going for a sense of mystery though.

Stunning nonetheless.

--TSK

Posted: Sun May 21, 2006 8:24 pm
by Besharen
Yeah, I agree a red/amber twilight type sky would look cool. I think the second image looks a lot better than the original black night sky one.