wooohoooooo! level started growing!!!
wooohoooooo! level started growing!!!
ok, here's a shot you might find interesting; it shows the 1:1 accuracy of zdimitor's exporter.
upper left: ingame shot
upper right: level in 3dsmax and test render
lower left: level in 3dsmax with baked lightmaps
lower right: ingame shot of the new aisle
once the level gets interesting I'll upload it for you guys to play with it!!
cheers!!!
upper left: ingame shot
upper right: level in 3dsmax and test render
lower left: level in 3dsmax with baked lightmaps
lower right: ingame shot of the new aisle
once the level gets interesting I'll upload it for you guys to play with it!!
cheers!!!
afecelis could you explain me how you texture your maps? how do you texture a mesh that the textures repeat them selves? i dont get it iam sitting here for atleast 5-7 hours trying to get this poop out messing with blender, export this, test that, crash this, write that.... no good results at all
to your level: looks very cool !! do you release a demo where we can walk in to look at it in 3D ?
to your level: looks very cool !! do you release a demo where we can walk in to look at it in 3D ?
@GfxStyler: thnx! Yup, I always release my demos once I've achieved something in particular. Once this level reaches that point I'll upload it. Thnx for the comments!
About texturing: well, I don't know about blender, but texturing is done in a pretty similar way in every 3d package, even in level editors like Radiant. You have to set your UV mapping coordinates for each of your meshes. UV mapping determines how many times a texture will repeat in the UV directions (U=horizontal, V=vertical, or you may also interpret it as XY or XZ coordnates), and what kind of mapping you need according to the mesh you're a ppying your texture to; so when you apply UV mapping coordinates to your mesh you can have: planar, cylindrical, spherical, shrink wrap, box, face and other types of mapping. So I guess it would be a matter of finding this option in blender (which I'm sure it must have). You know I'd help out more or create a tutorial for you, but I can't even make a cube in blender!!!!
A non UV mapped model will show up with all the textures screwed up. There are also external packages specialized on UV mapping models for texturing, like Ultimate unwrap 3d (which is also one of the best 3d model format converter I've seen).
htt://www.unwrap3d.com
hope it helps
(downloading latest version of blender to get more confused, lol!!!)
About texturing: well, I don't know about blender, but texturing is done in a pretty similar way in every 3d package, even in level editors like Radiant. You have to set your UV mapping coordinates for each of your meshes. UV mapping determines how many times a texture will repeat in the UV directions (U=horizontal, V=vertical, or you may also interpret it as XY or XZ coordnates), and what kind of mapping you need according to the mesh you're a ppying your texture to; so when you apply UV mapping coordinates to your mesh you can have: planar, cylindrical, spherical, shrink wrap, box, face and other types of mapping. So I guess it would be a matter of finding this option in blender (which I'm sure it must have). You know I'd help out more or create a tutorial for you, but I can't even make a cube in blender!!!!
A non UV mapped model will show up with all the textures screwed up. There are also external packages specialized on UV mapping models for texturing, like Ultimate unwrap 3d (which is also one of the best 3d model format converter I've seen).
htt://www.unwrap3d.com
hope it helps
(downloading latest version of blender to get more confused, lol!!!)
-
- Posts: 32
- Joined: Sun Nov 23, 2003 10:23 pm
If you don't know this already a really good forum about Blender can you found under:
http://www.elysiun.com/index.php
Search for uvmap, uv mapping and unwrap
Blender has an internal unwrapper as well.
A small step by step tut about unwrapping and mapping
http://otothecleaner.free.fr/tutorials/ ... ttle4.html
If you have a fast internet connection:
http://www.ibiblio.org/bvidtute/
Tutorial "LSCM UVmapping", 48MB about 20 minutes (video with spoken explanations)
Hope this is what you are looking for.
http://www.elysiun.com/index.php
Search for uvmap, uv mapping and unwrap
Blender has an internal unwrapper as well.
A small step by step tut about unwrapping and mapping
http://otothecleaner.free.fr/tutorials/ ... ttle4.html
If you have a fast internet connection:
http://www.ibiblio.org/bvidtute/
Tutorial "LSCM UVmapping", 48MB about 20 minutes (video with spoken explanations)
Hope this is what you are looking for.
i know this is not a max forum,but i will ask it anyway...how do you get baked textures right with uvw unwrap modifier?it keeps making that atumatic flatten modiefier on texture coords on the top of my own uvw modifer and messing my uvw set so i got wrong placement of the texture on the object.
quick way of how you doing it on a most simplest example should be very helpful.
thanx
quick way of how you doing it on a most simplest example should be very helpful.
thanx
Glad it helped Gfx.
@Guest: in max5 or max6, select all of your models (they have to be textured and properly UV mapped, you must also have some lights placed in your level -casting shadows and others as fill lights); once you've selected everything, go to the render menu and select "render to texture", add a "lighting map" (make it 256x256 or 512x512) and add a "shadows map" (same size) and then hit "render". Your lightmaps will be created as tgas.
that's the process, and nothing should get screwed. The lightmapper does an automatic unwrap of the models but respects the original UV mapping.
after that, blending the lightmaps with the difuse maps is your job.
hope it helps!!!
@Guest: in max5 or max6, select all of your models (they have to be textured and properly UV mapped, you must also have some lights placed in your level -casting shadows and others as fill lights); once you've selected everything, go to the render menu and select "render to texture", add a "lighting map" (make it 256x256 or 512x512) and add a "shadows map" (same size) and then hit "render". Your lightmaps will be created as tgas.
that's the process, and nothing should get screwed. The lightmapper does an automatic unwrap of the models but respects the original UV mapping.
after that, blending the lightmaps with the difuse maps is your job.
hope it helps!!!
Last edited by afecelis on Mon Oct 25, 2004 1:58 am, edited 1 time in total.
I needed just the same. Thx to afecelis and Harry too . But GFXstyLER, for exporting, do you keep everything in seperate meshes? Or do you join it together? I guess not but I'm not sure .GFXstyLER wrote:F*CK IT FU**IN WORKED !!! MUAHAHAHAHAHHAHAHA i feel like a god ... i cannot thank you much enough harry&afecelis if there is something i can do for you please tell me (!)