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Messages - monks

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121
3D Model Places / Re: Other models and Acknowledgements.
« on: June 01, 2013, 10:17:36 am »
I'm in the process of breaking the model down into re-usable components.

monks

122
Miscellaneous 3D Models / Procedural Rock
« on: May 28, 2013, 11:42:15 am »
I've followed a tut to make procedural rocks in Max. A much better way of doing things than by hand though I'm sure there are occasions where hand modelling might be more flexible. I hit the max vertices count in Outerra- which is 65K. So anything more complex would have to be modelled in two parts. Not really worth doing for a rock. The rock starts to look really nice around 300k polys but you have to be careful with the subdivision in Max as you can get locked out of the file because Max can't load it again. @1200K polys.

https://drive.google.com/#folders/0BzHv3ffqAOUJaEoxSmNyNGlQcmc

In Outerra <65K

https://drive.google.com/#folders/0BzHv3ffqAOUJaEoxSmNyNGlQcmc



 This went through Mudbox where the seamless texture was painted on as a stencil. Mudbox seems a lot easier to use than ZBrush- much clearer interface though I still prefer ZBrush I think. The white lines on the rock were supposed to be highlights on convex ridges but I overdid them a bit.
 I think it would be really useful to learn some more image manipulation for normal map creation. That way you could superimpose small bumps on larger bumps, rather than just all small bumps. I used a blur on the texture with some contrast to get the larger scale bumps, then added the higher detail to it. Prob a bit too rough though. Maybe get it smoother and then add some specularity for smooth surface. No spec on this. I think a bit of graffiti "Sauron woz ere" in red paint lol

monks



123
3D Model Places / Re: Place List
« on: May 27, 2013, 04:13:32 pm »
 I don't think it really matters that much. Just think of the project as a kind of sandbox for visualisation. So, my choice is with b. Or as a compromise choose two times, T.A 1600s and time of War of the Ring. I think that pretty much covers everything. T.A 1600s was chosen by default as that's the time that our role playing sources are set and for which we have architectural references. The other source is the P.J films, which are set in the time of the W.o.t.R. But, I think in most cases we could shift our choice to the latter of the two, as most of the buildings from T.A would still be preserved. So cheers borosphere for pointing those things out. Maybe we should go with the later date. Thinking about it...I don't think we have the same considerations that ICE had at all. They set their material in T.A 1640 for political and gameplay reasons. That time was chosen because it was in equilibirium but with enough antagonisms to make it interesting. At 1640, one could see the beginnings of the Shire with Hobbits in it. I think they thought that the time of the W.ot.R might be problemmatic for folks wanting more freedom exploring and making their mark on a more or less blank canvas. It would also perhaps be a little easier for beginning characters to survive in.
 So, I'm fine with moving the core focus to the much more dramatic time. But I'm also open to folks to creating stuff from other post Cataclysm times.

monks

124
3D Model Places / Re: Place List
« on: May 24, 2013, 11:20:49 pm »
Heh  ;) ...thanks for taking the time. Since this is isn't actually a game but a visualisation it doesn't really have to be consistent in that way. IT IS NOT A GAME. A modeller could simply model a location and showcase it in the Outerra Engine in the landscape. There could also be different versions of models and locations at different times or simply different models made by different people. Perfectly possible.

monks

125
General Discussion / Re: Introduce Yourself!
« on: May 23, 2013, 10:18:30 pm »
Hey boro, nice to meet you. Shame you can't run the demo, it's great fun. Thanks for the offer of helping- we might just take you up on it ;) Anyway, feel free to chip in at any time with anything you think might help.

 Yeh, T.A 1600s. We've still got release the next terrain build which wil make it easier for models to go in.

monks

126
General Discussion / First 3D models in Outerra
« on: May 10, 2013, 03:58:16 pm »
I'm tooling around with getting some models into Outerra and trying to establish a 3D modelling workflow. Very basic stuff at the moment. I'm writing some documentation as I do it. I'll post that when it's half decent- it might help  :) I'm using Max 2013.

First pic is two textured spheres. One using normal mapping.
Second is a tower about 70 feet high. No texturing as yet. There's a feature to flatten the ground first but not used that here.

monks


127
General Discussion / Re: Introduce Yourself!
« on: April 15, 2013, 11:00:38 pm »
Hi Gandalf, thanks for dropping in on our little world!

monks

128
General Discussion / Re: Similar project in Minecraft
« on: April 15, 2013, 10:59:24 pm »
Hey dude, yes the Minecraft one is pretty awesome and has a lot of people working on it. I bet Moria would be really cool to map and explore.  :D
 We only have the vanilla textures at the moment in Outerra and biomes and textures are being developed right now. When they come online, expect to see a real visual leap forward again.
 I'm having a tinker with Max at the moment and I see that World Machine 2.3 now supports preservation of georef info in bt formats for export and also dxf import so I think building the sites just got a whole lot easier.
 Do you have any 3D modelling skills?

monks

129
General Discussion / Re: photos and links question
« on: March 28, 2013, 09:51:30 am »
With some help from AD I got Max to settle down now. Cool, I'm going to try modelling a building in class...started off doing a pair of headphones last night but think that will be of limited use for ME-DEM lol...but I learned a fair bit so that's cool.  ;D I'll try dig out some info on the format difference- in fact I can ask my tutor. Trying to learn how to do rotational symmetry at the mo  :P

monks

130
General Discussion / Re: Where can the GIS data be downloaded?
« on: March 28, 2013, 09:46:57 am »
message must have got lost...I've sent another ;)

monks

131
General Discussion / Re: Where can the GIS data be downloaded?
« on: March 21, 2013, 01:07:31 am »
Ok cool. I've had my copy of Fonstad a few years now- I see she did a few other maps too- never knew that until I picked the book up a few weeks ago. ;) The files are on my Google Drive. Do you have a google account? I think I can give you access via an email address too.
 
Just generate your own contours from the dem.

monks

132
General Discussion / Re: Where can the GIS data be downloaded?
« on: March 20, 2013, 02:02:13 pm »
Heh, wish we had teachers like that when I was at school  ;D
I don't know what level you are teaching it at so the files may be limited in use for you. I can upload the files to my googledrive.

 We have:
 Forests
 Rivers
 lakes
 wetlands
 towns/cities etc
 vulcanism
 roads
 desert
 Some generalised geology. biome and climate layers from Fonstad and role playing sources.

 The terrain....
 What software are you using to view it with? My partner here usually recommends not giving out full res data. You would have trouble with it anyway- especially the dem. I'll run off a 10K dem overnight and gen out some contours for you. I could give you the 10K dem too if you absolutely need it, but you could gen a dem from the contours if you have gridding in your software.

monks

133
General Discussion / Re: Where can the GIS data be downloaded?
« on: March 19, 2013, 01:21:07 am »
Elenaran, it would be useful if you could tell us what you plan to do with the files?

monks

134
General Discussion / Re: Introduce Yourself!
« on: March 18, 2013, 11:20:22 am »
Hi Tharros, that's cool ;) If there's anything you ever want to get involved with or comment on just say.

monks

135
General Discussion / Re: Where can the GIS data be downloaded?
« on: March 17, 2013, 11:25:25 pm »
I've created a link off the front page to the online map.

http://www.me-dem.me.uk/

monks

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