eh?Originally posted by DonnieBrasco2069
The entire ship is mapped with a single 4K texture map. This, of course, meant that I had to blow up the UVs well past the 0 to 1 UV space to get the kind of detail I was looking for. I've never done it before...I'm hoping there aren't any issues with it later!
Okay, will do. I'm rendering out an animation right now but when it's done I'll take a snap and post it up. then you can tell me how bad I messed up =)Originally posted by Chirone
you can take a screen shot (print screen button in windows and paste the image into a paint program, cmd+shift+3 if you're using a mac, appears as a png on your desktop)
if you do a screen shot and you've done something funny then i can explain it better
Yeah the dock isn't modeled or textured yet...I just didn't have time considering my final is due tues and I needed to start rendering the scenes out =)Originally posted by GecT
Are you using an ambient light? I'm looking at the dock area and it seems an ambient like is at work there hence the flattening, personally I'd rather a couple dim, non shadow casting area lights but then again area lights just kinda kick ass :p. Also the volumetric effect (is that even plausible given the setting?) from the spots seem to be coming from tiny light sources and don't seem to match the actual light fixtures, you can mess around with decay regions a bit.
Okay, as promised, here's the screen of my UVs. Crazy =)Originally posted by Chirone
you can take a screen shot (print screen button in windows and paste the image into a paint program, cmd+shift+3 if you're using a mac, appears as a png on your desktop)
if you do a screen shot and you've done something funny then i can explain it better
Lol sorry about that--a directional dome light is simple a bunch of directional lights arranged in a dome to provide an ambient illumination to the scene. I like it because you can individually tweak certain lights to brighten one or more sides of the scene.Originally posted by GecT
I don't really understand what a "directional dome light" is because they are clashing concepts in my mind. And as far as area lights go, the main things I keep in mind are:
*Size affects intensity, the bigger the brighter.
*Size affects shadow softness, the bigger the softer.
Once you've adjusted the postion, color, size, falloff and intensity accordingly, its pretty much all fine tuning the samples to ditch the noise
In this case, you could try plopping one down for the sun and another faint light blue one for the starlight for starters.
Oh the main hull texture definitely repeats itself over the surface, but the texture isn’t specific to any one piece of geometry. It’s a texture of panels and part lines that uniform enough that you can’t really see the repeating patterns. I have 3 major textures: one for the light paneled hull, one of the dark paneled hull, and one more for the darkest paneled hull. Three 4k maps plus their accompanying bump and spec maps.Originally posted by Chirone
and you're using the same texture map for just the one model? surely not... not if you haven't had any problems with repeated textures
the way i was taught is that a texture coordinate is always between [0, 1] and a texture will only ever exist in that region
so a coordinate that is at (1.5, 1.5) is actually refering to the coordinate (0.5, 0.5)
so for example... if you have a plane and it goes outside the [0, 1] bound then the points that are on that will be translated back to inside the bounds.
so.. if a portion of that plane is a square where the 'corners' exist in (-0.5, 0.5) (-0.5, 0) (0, 0) (0, 0.5) then that gets converted back to (0.5, 0.5) (0.5, 0) (1, 0) (1, 0.5)
as shown in the attached picture you see a plane that does that and what it looks like when rendered
the lesson is... you can have your UV coordinates outside the UV space [0,1] but if you have a single texture map applied to the entire model that does that then the texture will repeat itself on that same model.
also, it doesn't matter how much you 'explode' your UVs they still point to the same coordinate as if you didn't do it at all.
if you find that your texture is getting blurry or pixelated and you've turned off the filtering in the file node then you should just give different parts of the model seperate textures