A couple of the sketches i showed you were taken directly out of the Journal which came with the original Myst CD. They had that neat page color. Another sketch was done (purposefully) from a similar yellow office pad. The 'Journal' touch was nice, but they were too small.
Ah, the memories...
But i guess the traditional Myst Maze is not so claustrophobic as are certain other games. Claustrophobia is a powerful gaming tool – Baker failed to emphasize that. Instead, what Cyan traditionally has done is dim the lights. It is interesting how that impacts one's claustrophobic nerves. My old video card was so bad that in the Cleft i literally could not see. I had to look up at the outline of the cleft against the sky to get oriented. But of course, that did not allow for any details down in the bottom. I played by touch and feel – when the pointer lit up, i knew i had something. Then there was the lava room. Getting the fan going in the lava room (using that clunky little pair of circular handles) was terrible for me. Some time i am going back there with my new video card to see what things really looked like.
Yeah, the thing about the Zork's maze that inspired fear in me wasn't so much that it was claustrophobic as that there was apparently no way to solve it

...I'm not sure, they might have randomly generated it or something. At any rate, once you got lost, you were DOOMED! But I don't know if I'd consider the Cleft a true maze, since it was so easy to solve--although they certainly put some effort into making the player clamber around to get where they wanted to go. (I wonder why?) As for Channelwood, I too had to make a map of that one; it was a real maze in 2D frame mode. When I played it again in realMyst, I was like, "Hey, it's easy to find my way around now!" It was a big change...
Lesson 7Okay, today we are going to do some reaaally cool things. ;D So buckle your seatbelts, 'cause here we go!
The colors, man, the colors!Let's start off (like usual) with a fresh, spanking, brand-new Blender cube. Now, you know in the 3D view header where you change from Object View to Edit View? Well, click on the words "Object View," as if you want to go into Edit Mode. However, instead of going into Edit Mode, select "Vertex Paint" from the menu which pops up. Cool, a whole new panel of weird buttons. Well, look for the subwindow down there called "Paint". (It's between the "Mesh" subwindow and the "Multires" subwindow and it has a good-sized white rectangle in it.) You got that?
Okay, you've undoubtedly noticed that your cursor looks like a paintbrush...so go ahead and paint on your cube! OoooooH!!! ...Of course, white isn't the most interesting paint color (in spite of this obvious fact, people persist in painting their houses with it), so go ahead and click on that white rectangle in the Paint subwindow and select the color you want to paint with. Pick something Phil would like!
How vertex painting worksPlayed around enough? Well, by now you've probably realized that you don't really get a lot of control about where your paint goes. I mean, suppose you were trying to put a flame job on the cube, then what? You couldn't exactly do that with painting the way you are now... How to solve this conundrum? Well, first let's examine how the color gets put onto the cube in the first place. Notice that what we are doing is called "vertex painting" for a reason; in fact, we are indeed literally painting the eight vertices that make up the cube. Let's try an experiment to see how this works, shall we? Orient your view of the cube so that you are looking directly at one face of it, and get close to that face, so that it almost fills your whole 3D view screen. In the Paint subwindow, find the little slider bar labeled "Size" and set the size of your paintbrush so that it's about the size of the 3D cursor. Now, try painting on the cube everywhere EXCEPT where the vertices are. (If you don't recall where the vertices of a cube are, just go into Edit Mode and look for all the little golden dot-like squares that are at the eight points of the cube--those are the vertices) So what happens when you don't paint on a vertex? NOTHING! But now orient the cube around so that one corner is directly facing you, and place a single dab of color directly on the corner (feel free to make your brush bigger again to make this easier). Ah, now it works... So if Blender only paints the vertices, how do we get colors across the surface of the entire cube? Well, for that Blender just pretty much says, "Well, I've got red on the left vertex, and blue on the right vertex. But what am I supposed to color the middle space in between those vertices? Oh, I know...I'll just make it purple in the middle, red-purple on the middle-left, and blue-purple on the middle-right, and that'll be fine." And that's how it works. Go ahead, try coloring one corner red and the corner next to it blue--you'll get purples in between.
We need more vertices Scotty!So what about that flame job, you may be wondering? Obviously, it's impossible with the number of vertices we have right now. So, we'll just have to add some more. [disclaimer]Everyone remember that large amounts of vertices are bad for game performance and cause lag, nausea, and dizziness.[/disclaimer] Okay, let's hop into Edit Mode. Now, in the 3D view header bar, select "Mesh", then "Edges" and then "Subdivide". *Poof!* More vertices.

Do another subdivide. Yet more vertices! Do it again! MORE! MORE MORE MORE MORE MOOORRE! *cough* ...Do Subdivide enough times that you freeze Blender and have to restart the program, or else wait forever in suspense for the Subdivide command to be executed (or not, because Blender crashed). There is a valuable lesson here: if you're planning to play with a LOT of vertices, save first, in case you crash or something goes hideously wrong...
Viewing and rendering your painted modelWell, get a fresh cube (File, New) with a bunch more vertices than the standard eight, and go back to Vertex Paint Mode. Try painting it again and check out how much better control you get over where the paint goes--MUCH better! Well, now go back to Object Mode. Bye bye colors...Want to get them back? Well, in the 3D view header bar, just to the right of the words "Object Mode," there is another little options menu that looks like a little brown cube with thingies on each side. It is called "Viewport Shading", if you hover your mouse over it. Go ahead and click on the little brown cube, and observe all the options you get. These options determine how you view your cube. Try them all out, rotating around your cube to observe their effects. The "Textured" option is the viewing mode that we need, of course. Note that if you want a nice picture (render) of your work, you can click the far right button on the 3D view header bar, the button that looks like a little landscape photo. Also note that if you're in Wireframe mode, you'll get a render of a Wireframe model, if you're in Solid mode, you'll get a render of a Solid model, and if you're in Textured mode you'll get what you want--a Textured render that shows the vertex painting.
So go ahead and try out the capabilities of vertex painting. Can you paint a moonscape or earthscape onto an icosphere? Can you paint a picture on a grid? Can you give the Suzanne (the monkey head is officially named Suzanne) a nice cute paint job?
