Saturday, 12 December 2009

oO

Theres a million things and a million acts and a million little poses that we all slide into
without realising what absolute art we just struck. A billion moments
and tiny plays, and shows that stick in our minds like glass shard television stillettoes.

Wednesday, 9 December 2009

I've been away from Blue Mars

hello. yes, i've been away from blue mars for a little while. just so much to learn there, and so little time amongst everything else, but maybe it's time to get back into it! As well as learning the basics of the cryengine, I've also, for different purposes had to learn the Unity3D system as well...which I'm now also relatively comfortable with. soooo, i think its time to get back in touch with whyroc and see whats going on!

I'm missing the virtual :)

Wednesday, 28 October 2009

thoughts1

im starting to believe that for small productions (scale wise, not effort wise) then maybe full first person 3D may be a little too much. too much in that the scale of what needs to be built to provide a certain level of full-experience, simply prevents certain creative routes to be fully followed and realised. I mean-what i wanna build i can't, as its simply too complex to do with true style. I'm starting to wonder about running sections of my next devs in an isometric fixed height view. at least fixed angle maybe - i think a height zoom could be nice for certain interactive things. I think sometimes we bite off more than we can realy chew with creation, and then learn to put up with its emptiness. my latest idea is to prevent this by closing down the parameters somewhat. i think with an isometric view it'll increase framerates,improve player interaction,calm down the interface, simplify actions, lock down overdrqaw problems, fix z-depth errors, speed up particles or at least allow more of them! allow for some cool depth transparency effects, increase the effect of adventure games by limiting space to generate more beautifully filled enviroments. allow for better reuse of textures, allow for great shadowing and predictable specular and bump effects etc etc... i think im a little tired of worrying about the horizon line in 3d at the moment.im gonna tilt that cam down, and try apply quality, instead of quantity back in the experience...

Monday, 26 October 2009

YES YES!


happiness is the sun casting a shadow whilst your interior light conteracts it with HDRI. bump mapped, specular mapped yes yes, soft glow shine OMG. haha. im a geek./shoot me now lol

Sunday, 25 October 2009

interiors comin on.












omg it takes so long just to output the smallest of things. i need a production line!

Saturday, 24 October 2009

more sunshiny pics!





i love the light how it beams through. the sense of scale is so much better here than in SL.

Thursday, 22 October 2009

scale of stuff






i bloody love how the sun works and the depth of field and the size of stuff looks really imposing! big buildings coming up!!

Tuesday, 20 October 2009

Luggage!





yes lol just a poly count test but i kinda likes it!

Monday, 19 October 2009

everything causes a problem next!



no matter what i do, im always getting caught up in tiny circles of development. i think its cos im doing everything. planning and building together is confusing me. one or the other for a little while i think.....

Thursday, 15 October 2009

space to stretch out in?






hmm space to live in. im happy with the scale now...now i need to compartmentalise! just a little. just to make the most of the space. windows needed too, and fittings. :)

funny times at the meet & greet






haha, everyone try and get in the same spot! lol. proper had me giggling this one, somewhere between watching a science experiment, and being back at school in a playground with loads of daft sods! kinda expected more presence from AR to be honest, thought there coulda been some good discussion prompted by and with them, but they didnt seem too forthcoming. gotta remember guys - ITS A SOCIAL PLATFORM! yay! damn im in a happy mood today.

Saturday, 10 October 2009

HQ!





hall is under construction! theres definitely something bad about having walk-in structures. the shadow mapping doesn't handle it well at all. I'm wondering if it might be better to build something open, that has a small portal area to something underground, or maybe even set into the cliff side...It may change the way Im thinking about walk-in architecture. I dont know yet, its just a thought. i think also, there's a limit on the number of sub-materials per object. including collision proxy this one has 15...16 tops think... also, ive found with large interiors that collisions dont work great, if you click way away to get the avie to run somewhere, it tinks it cant, tho if u click close, it can....
i might just build a stone circle for the builders area, and get a bit freakier in my designs...so far its Box City! i need to loosen the hell up and chill out.

Thursday, 8 October 2009

Smoothing groups fixed!!!!!!!!!












OMFG, finally lol. not easily btw, but definitely found a workaround to get smoothing groups of some kind from LW to BM. it involves using BLENDER. a program i know many use, but for me is so drastically under-designed in the usability department as to be like communicating with an alien species but hey! new things, good times. at least its progress. so here's what to do:

first note: the lightwave 9.6 collada exporter is shite. it strips out a ton of info, namely normal info and smoothing info, im sure a lot more, but i havent had the pleasure of having to need it yet. also, it doesn't have any option for appying rotation or scaling to the model in the export stage - this is just a goddam pain in the ass, as lightwaves native setup is -90 out on the z axis, 90 deg out in the y and 10,000% smaller than the scale BM wants. brilliant.lol

ok so you have an object in LW - its all nicely UV'd doesn't really matter about the textures themselves, the native lightwave export to blender import will shred em all anyways...

scale your model up from normal metres, to 10,000 in scales numeric panel.
im not going to use the collada exporter at this point in LW, as its **** ok..

this method is pretty CHEAP ok - it works on smoothing per surface group, so u cant smooth across surfaces - no big deal (so far)

make sure the diffuse colour of your materials in LW are as you want them, because it does keep this data.

make sure all polys are UV'd, and have a texture linked in, otherwise BM will shaft it later for you. it can be any textures, just make sure one is defined, you can change it later.

Merge up all your points, just for memory's sake, nothing is gained by unwelding.

OK
save as an lwo file, as usual (just tri's and quad's)

open blender and delete everything that it preloads with, something like a cam, light and a goddam cube for some reason!, i think pressing 'a' then delete does it.

import this into blender..have fun getting blender to display it. if you find(took me half an hour) the view settings at the bottom of the screen somewhere, you can set the clipping ranges, just make em 0 and 10,000 rather than .5 and 500 or something...

if you use the num pad keys u can get ortho views of the model, just roller wheel out to see the whole mesh.

ok, now if you want your whole object to be hard faced, solid edged etc no smoothing, just straight away select all 'a' (as blender will assume material sets from LW are separate meshes),
then go to the collada (latest version) export, select minimal output options (all off except tri's or polys if you have quads too)

then hack your way through the DOS style interface to save the damn file to the BM directory (lol) i found copy pasting the tree for explorer into the address field worked best -please if anyone can tell me how to set a directory as a work directory id love that! save the file as a .dae (make sure u add the extension)

then load it into BM item editor and voila 'nothing'

yes thats right, nothing at all lol, except a shadow! this is where a hint from whyroc's forum entry came in very useful - blender sets the alpha of the models to zero!!!, so go into each material in BM and push up the opacity to where it should be - easier doing it in BM for multimaterials than in blender (so far)

so, thats it - then you have to go into each mat and set the textures back up.

if you want SOME smoothing on the model though, then in blender you have to (under link and materials, inediting mode F9) find the group of polys/material that you want smooth (from the little listing just under the edit button, its kinda purple...its called vertex groups, then hit Set Smooth, its a couple of button under the previous! - you can keep doing this for different sets. then export as usual through collada.

ive gotta say, this whole mess proves what a goddam nightmare LW is, and i wish id taken my loyalty elsewhere a long time ago!!! cos im getting a bit older now and its hard work to switch!!!!

Blender - I LOVE the idea of, its truly a fantastic piece of software, truly, its almost as well stacked as very expensive software for most tasks - BUT its been designed by a nutter, im sure, it has to be, along with max's array of sub-plugin interfaces one of the worst bits of software ive used, and ive used most 3d packages at one time or other. and this is not to say LW has it any better, ahh dammit, maybe theyre all bad lol, i dunno, i guess its what you get used to huh. but as an open software, i find it disappointing in its interface.

btw ive quit smoking, so all this may just be misplaced outrage. i love it all really.!!!

smoothing angle demo


just for reference really what im banging on about with smoothing groups and angles!

shadow strangeness


I wonder what this is...inside objects a strange shadow halo appears. i wonder if its because there should be a separate lighting model for 'true' interiors, as the exterior works in a certain way..only thing is, i dont know how to define an object as being an interior.Lightwave ive decided, is excellent for the modelling and UV'ing - but I'm going to have to run it through something else to set the smoothing groups. hmmmmm.....OBJ>max>collada? OBJ>blender>collada? i dont know how to do blender and im a bit loathe to learn it (having to know too many 3d apps is baaaaaadD!)

Tuesday, 6 October 2009

getting nowhere


hmm, im starting to get really annoyed with computers today.

i've got a full legal copy of 3ds max 2010, which runs fine except:

service pack wont install - it doesnt recognise ive got max installed

collada plugins wont install - for some damn reason theyre inside an installer that also wont recognise my max!!! all i neeeed is the plugin dammit so i can set smoothing groups on my lightwave models so they dont all come out soft and all over smoothed like lumps of goddam jelly aggghHH!
something strange is afoot. i dont know if its cos it 2010 'design' or whether the license transfer from work is somehow wrecked i dunno - it works fine except my pc doesnt think its there LOL

also physics proxys stopped working, anything with materialProxy on it now comes in totally invisible - nothing there not even hidden (even though im using solid closed poly simple physics models as before)

so yeah! building like crazy but everything i do comes out horrible! also - am i missing something but when i update even a tiny bit of my model, how come i have to go in and hand-texture the whole goddam thing again??? i think i need to be saving out .mtl's to make things easier but damn its slow work!!! AGGH!

maybe im just poorly n feeling a little sorry for myself!

Sunday, 27 September 2009

external view of apartment.


item editor view of apartment. room out front for seating, in front of wide window/video wall. room outback under shelter. i wonder if i could get the room to change shape depending on weather, sun position..

bunker shots.












damn i love shadows. wish i could figure out reflection mapping now....!

apartment? or too big?












sometimes ya gotta stop worrying about UV coordinates and just model something lol. this is a space test. how much space does an apartment need in BM? can it be high poly - if everyone starts with the same basic setup, then duplicates are free? plenty of space in here to wander, put something on the big screen and decorate. fun!

Saturday, 26 September 2009

UV's have stopped working












or i've gone to far with this model to consider re-UV'ing it aggghhhhh. lol. once a bug has squeezed into a model its sooo difficult to get rid. ive goddam baked 16 separate parts of this room to 16 sub-surfaces of one agghh complicated UV map, and i load it in, and UV's broke. just black fills lol shoot me now! thank god its still only a test. anyone else noticed the cool motion blur in 'very high' mode?! its kinda freaky when u orbit the avatar...pretty cool choppy blur twitch effect.

set2. reference only.








just testing, on a set of random made objects what works and what doesnt. UV mapping im finding is by far the most tedious of tasks.

lightwave/item sandbox tests1












just testing, on a set of random made objects what works and what doesnt. UV mapping im finding is by far the most tedious of tasks.

Friday, 25 September 2009

simple build to crazy complex



the neatest most meticulous UV ive managed so far lol, and still a few errors. the top image shows the bottom apartment, duplicated so it looks like RL. BM handles it brilliantly, except for the physics proxy, which failed. was to be expected really, Id got about 300 duplicates of the same object in there. Whats up with the BM block editor cities? none of the materials link up....

Thursday, 24 September 2009

Item Sandbox,basic materials


i need higher rez textures!

Interior Test












bit more complex UVs now, and a closed interior...really starting to get a feel for the scales now, and mine are all wrong lol!