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Silgrad Tower from the Ashes
Redoran Buildings Progress Thread (1) - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Modding for Silgrad Tower TES IV (on hold) (https://www.silgradmodding.net/forum/Forum-Modding-for-Silgrad-Tower-TES-IV-on-hold)
+--- Forum: All Categories of Development (https://www.silgradmodding.net/forum/Forum-All-Categories-of-Development)
+---- Forum: Visual Development (https://www.silgradmodding.net/forum/Forum-Visual-Development--72)
+---- Thread: Redoran Buildings Progress Thread (1) (/Thread-Redoran-Buildings-Progress-Thread-1)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46


- Caligula Superfly - 05-07-2006

@Picture of Door: Sweet! That looks sooooo awesome! Just one question, is that the basic hut? If so that is HUGE!!! Perhaps these giant buildings will give the city a sense of grandure it never had with the MW Redoran buildings...

There is one thing though, I had actually envisioned the doorjam the other way arround, as in how you have it is inside out! :lmao: But I think it actually looks really great that way! I am now curious if we could keep the polygons on it doublesided, then make it possible to have the doorjam either way? I suppose it depends on how it looks the other way around.

@The Hedges: Yes! That is exactly how I had envisioned them! They look wonderful. :yes:

@ Zarf and RW: I have compleated the first of the maps for the buildings (again Smile). From the problems we had earlier I think razorwing should make sure they work, then if Zarf can't get them working Razorwing can help him out.

Before you try importing this there are some things you should know! The two images in the zip are the images I have assigned to the mesh, so if you load them up then you should get the grid as the texture. This means that for the final textures, if you name them the names of these iamges they should work perfectly. BUT! I had to convert these images to .gif so they would fit in the zip, I originally assigned them to the mesh as bitmaps. Therefore you should convert them back to bitmaps if they don't work initially. Good luck!


- Zarf - 05-07-2006

I tried importing them and it didn't work. It seems as though it imports everything EXCEPT for the UVW coordinates, because it knows WHERE the maps go and it knows WHERE to look for the maps.

SCREENSHOT'D!

Follow along with me as I detail the process with which I import models.

[Image: import.jpg]

Here you can see my import box. All is well...

[Image: import2.jpg]

Here, you can see my settings for the import. Keep in mind I have gone through every combination of those radio buttons I can think of. Also note the material library is place in the appropriate box.

[Image: odd.jpg]

This could be the source of our problems. RW, do you get this?

[Image: imported.jpg]

Here is the imported model, with the material visible and everything. I also converted the .GIFs in to bitmaps.

[Image: thatshowyouspellcoordinates.jpg]

Upon rendering, I get this. The resulting model is pure white after the render.

[Image: finalinsult.jpg]

The final insult: It's as if Blender and 3DS Max have conspired against us. You can see that 3DS Max SEES where the textures are supposed to go. It can SEE what places are divided where. It can SEE THE SUBDIVISIONS.

[Image: hutuvw.jpg]

Here's the rendered version after I did that. It won't mean much to you, Caligula, but it should mean something to Razorwing: Even after unwrapping the UVWs, the render is messed up. It doesn't see Blender's coordinates.

Now then. Razorwing, if you had any better luck, please show me how you did it. These models are going to have textures that compliment the masterful artistry of the meshes themselves once I can bake shadows on there. :-)

EDIT: I searched the web for information on this... no luck. :-(


- Caligula Superfly - 05-07-2006

Im not sure how to actually get it working, you will have to wait for RW on that, but I do know why you can still distinguish between the sections. Razorwing had actually made each of those sections it's own object when he did his mapping, it was like that when I got it. Therefore I don't think Max is getting part of the mapping but not the rest, it sounds like it just isn't getting it at all. :/


- Razorwing - 05-07-2006

I was a bit on the fence when it came to the doorjamb, because certain parts of it came out as turned the wrong way, and it took me a while to figure out how it hung together. I was going to ask you why there was a husk covering the door and briefly mention that the handle was turned the wrong way, but I didn't, because I figured I could just go ahead and 'fix' it. It didn't look bad after I removed the "husk outgrowth" covering the door and edited the door and such, so I went with it. Then I read your remark about how there could be doormats in front of the door, and I scratched my head for a second, and then realized I had interpreted your model backwards; the outgrowth wasn't an outgrowth at all, it was the wall behind the door. Smile

I'll be sure to make it doublesided though, because I figured the model could double as the interior doorjamb as well, and then it would be seen from the other side. But it should be equally possible to have a concave exterior doorjamb and convex interior. Come to think of it, some of the houses would benefit from an edited variation of the doorjamb, so maybe I'll take that opportunity to make it concave as default.

I set up the current doorjamb + door to fit together perfectly in Max and then exported them both with the same position in the 3d universe, so if you turn on the snap-to-grid in the CS they'll snap together perfectly, which is kinda cool I think.

Great that the hedges/low walls turned out like you meant Big Grin

About the mapping; it's true I like to cut up meshes into smaller pieces and map them individually. I actually learned that technique from Bethesda, who used it all the time on their TES3 models. It's also really easy to put them back together again (in Max).

[blockquote]1) Select one of the meshes.

2) Collapse it to an editable mesh, if it isn't already.

3) Under the "edit geometry" rollout, click the "attach list" button.

4) Now click the "All" button in the bottom left of the popup window, then click the "Attach" button in the same window.

5) Confirm "Match Material IDs to Material" and click "OK".

6) Finally, very important, select all the vertices of the model and scroll down to the Weld section of the Edit Geometry rollout. Hit the button named "Selected". This will weld the selected vertices (all of them) that are within the threshold in the box, in effect reconnecting the polygons of the previously separated meshes. Take a look so you didn't accidentally weld too many vertices; if the weld was successful you shouldn't notice much difference at all, apart from the number of selected vertices changing at the bottom of the "Selection" rollout.[/blockquote]

After that's done, the model will be one mesh again, and can take a single texture map that completely coveres it. Good luck Smile

Oh, and Zarf, did you spot my question about dwemer or dunmer avatar in my post above?


- Caligula Superfly - 05-07-2006

@The Doorjam: Wonderful! Im sure it will add a great deal of variety. :goodjob:

@The mapping: So... you got the mapping I did to work in Max? (Please say yes please say yes...):poorme:


- Zarf - 05-07-2006

Ah, no, I completely missed that. I figured that whole post was mostly for Caligula. Big Grin

Yeah, I'll take a Dunmer avatar for sure. I'll try to come up with a more Dumeri sounding name later on.

And Caligula, no. That's just how to make different subobjects in to one object. I would have done it far less efficiently than that. Big Grin

I also know how to divide a pre-made object into multiple subobjects... I suppose that's why Max knew where the subobjects were divided.

After attempting again, on a different computer, I still can't get it to work right. :/

EDIT: Dunmer name: Zarth Roffle


- Axen - 05-07-2006

Quote:Originally posted by Zarf
EDIT: Dunmer name: Zarth Roffle

Hahaha, nice last name.
Hmm... speaking of "rofl", you even seen the rofl waffle eBay auction? That was a classic.


- Razorwing - 05-08-2006

Hehe. Yup, Zarth Roffle Plaza will work, I think. =)

Here's a new batch of screenshots. I've updated the hut, and brought in the windows, with the new textures from Zarf. Also brought in a Redoran banner I made earlier this year. The border cap textures worked perfectly!

Caligula Superfly: Sorry but I haven't tried importing the .obj yet. I thought that, now that there's temp huts available, I could catch up on some modding and set up stuff in the Redoran district and such and yield the mapping of them over to Zarf again. That's why I mentioned briefly the method I use personally to assemble a mesh that's been cut up, so that in the event that Zarf perhaps didn't know about that particular method, he could assemble the models I posted and bring in your skin map. I don't know... but one thing I do know is that I don't know a thing about skinning a model like that. But *cough* I make do pretty well without knowing it Big Grin (hasn't hindered me yet from mapping anything the way I wanted it to be mapped)

Well, I should get back to work now. I have a few ideas on other accessory models that would be highly useful (and cool visually), perhaps we could discuss them when you find the time? =)


- Lady Nerevar - 05-08-2006

the windows seem a bit long... that may just be their CS placement however. i also think that the glass is a bit bright...


- nerbod - 05-08-2006

I agree with LN, I also recommend the entire builbing to be half it's brightness

[Image: big_redoran_2.jpg]

compared to this:

this

a bit more greenish color on the building is also needed

I hope this was constructive Big Grin