- DoZeNt - 06-21-2009
I know how to use 3dsMax, I can paint , I can draw, but when I try to set the collision to my model, the whole thing blows up!!!
Btw, cool column!
- Ibsen's Ghost - 06-21-2009
Quote:Originally posted by sHAdowgAme
...It was supposed to be a representation of a tree...
=) Then the stylistics are definitely right! Icons like this are good when their meaning is ambivalent IMO. Yes, I was kind of thinking of what role the sun has in Argonian culture. With water being so prominent, the sun is more important as a thing to be worshipped since it partly helps to balance off all the water....the Mayans were quite big sun worshippers....and sunflowers were much revered along with maize and corn. That's why I particularly like Koniption's sunflowers....
- Shiver-Tail - 06-21-2009
So were the Aztecs... but don't touch 'em! That's for the Tsaesci (along with a sniff of Egyptian and 10grams of Japanese)! (Why Egypt and pre-columbian? One thing: snakes... they both had snake gods which were the most important of all (the Uraeus for the Egyptians and Quetzalcoatl/Gucumatz/Kukulkan for the pre-Columbians)... yeah I love history.)
Looks great... I'm making columns too:
- Ibsen's Ghost - 06-21-2009
Sweet!
- Shiver-Tail - 06-21-2009
Wait until you see the legendary city of Ionith...
- sHAdowgAme - 06-21-2009
Cool pillar! Very different style from mine. I can't wait to see that legendary city either (hopefully in it's own thread)
- Shiver-Tail - 06-21-2009
Well' I'm about to create a topic on it on the Akavir forums... stay tuned. =)
- sHAdowgAme - 06-22-2009
I created some ground pieces for myself. I don't know if we will end up using them. Before I tackle the walls, I wanted to do a quick mock up of the scene to see if I liked the direction it was going. The images are both in real time, but shadows are enabled. (yes, I know most objects don't normally cast shadows in the game engine). I read that there is a way to use multiple UV sets and burn the shadow right into the diffuse texture. And I am pretty sure the engine is capable of that. I have also uploaded a picture of the highrez path tile. Thanks in advance for any feedback you might have.
- nick_op - 06-22-2009
Quote:Originally posted by sHAdowgAme
I read that there is a way to use multiple UV sets and burn the shadow right into the diffuse texture. And I am pretty sure the engine is capable of that.
There are two option for creating fake shadows in Oblivion:
1. Vertex paint.
2. Create an ambient occlusion map using your 3d software and the bake it into the diffuse map using a 2d art package.
Obviously there are limitations with both of these methods, since the shadows will be static.
- Ibsen's Ghost - 06-22-2009
Looking cool! :goodjob:
I love the floor! I can see where the roots might intertwine around the paving stones...
When you mentioned the shadows, I really liked the light effects but were you also referring to the 'blocky' effect of placing them side-by-side? And you wanted to create a smoother wall effect...? I think that would work better anyway...
And I wondered whether there was an ancient brick texture that could be used that would reflect your original concept art...
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