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Thursday, March 19, 2015 - 22:14

For me, it's hard to judge just going by the title,... it would add an additional layer of info to be presentable, if nothing else it would liven up the browsing pages..  what I would find more helpfull than a picture hinting at the mood would be a few descriptive keywords/tags like: fantasy, orchestra, ambient, loop, etc. that would be visible in the preview box or just upon mouse over..

Tuesday, April 22, 2014 - 15:29

Thanks, works nice!

Wednesday, April 9, 2014 - 14:35

I updated the submission with 2 variations, both contain 2 loops in one 1024x1024 sheet, 32 frames each, 128x128 frame size. Let me know how they work out, if they prove useful I might make more of them from higher res ones..

Monday, April 7, 2014 - 20:56

I updated the previews with a gif example of a rotated rock, would something like this do ? (probably needs a click to start)

Just give me the dimensions and number of frames you'd like, and I can render them as separate files or on a sprite sheet if you want...

Monday, April 7, 2014 - 18:11

You can use any 3d program or engine that supports the OBJ format, Blender does, most other do too.

That said, these rocks are very low poly and were intended to be used in a real time 3d environment (eg. a game), for renders they aren't all that great, you should perhaps subdivide and smooth them a little before rendering.

Saturday, April 5, 2014 - 12:46

Thanks, I think I'll manage and it even sinks in more when I 'discover' it on my own, and you've given me enough guidance to go by (I think).  I'm more iterested in 'high level' tutorials, ..about techniques, ideas, tips and tricks..  much like the current one.

Saturday, April 5, 2014 - 12:18

Thanks, you're partly responsible as people like you were the reason I joined OGA and started sharing my stuff in the first place. :)

Saturday, April 5, 2014 - 06:11

Hey bart, thanks for the nice tutorial, I've been approaching this issues so far by placing decals and/or props inside my level, but this is a better approach. 

So, are both wall textures tiled over the wall by UV's or did you tile the texture itself? The mask doesn't appear to tile so It seems to me I'd need to use another UV channel for the mask, similarly how ligthmaps are UV'd, assuming meshes less trivial than a quad.

 

I'm still a n00b when it comes to blender, so forgive my questions.. Let's say I have a rock mesh that is unwrapped in a manner so it has a few separated UV islands, can I use blender to paint a texture on the mesh, over the UV seams seamlessly ?

Also, is there a way to easily export a merged diffuse texture from blender? (bake the result you have into one texture)

 

Thanks.

Thursday, April 3, 2014 - 12:33

my suggestions, from easiest to more involved:

 

For just a mock-up:

PowerPoint/Presenter, Flash, export to html from photoshop (you'll probably need to add some javascript if you want anything more than a rollover)

 

For a real demo:

re-skinning a webpage or an app (unity3d, winamp, etc),

Or you can use one of the various GUI libraries even if you're not a programmer, most of them come with pre-built examples (did a quick search and found MyGUI has a few test apps shipped with it that you could skin right off the bat)

Hire or team up with another programmer to help you out (in return you can offer to make him some graphics)?

 

Wednesday, April 2, 2014 - 14:40

Thanks,

the program used was Adobe After Effects, I did a little bit of scripting to make it so I can render out finished sheets in multiple angles and such.. or I can just plug in image sequences or clips and batch output them on a sheet layout.

 

Manveru, hope they'll prove useful to you. If you need anything specific or there's something I can change just let me know. 

 

Again, if anyone has any tips, suggestions, critiques, requests, etc, please let me know...

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