Space Elevator
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Okay, this is getting obnoxious. Every time I load blender, it opens the older version of the elevator car and three bmp textures (that have no files associated with them anyway) -- all stuff I had done, and deleted, in wings. This happens even when I do File->New->[yes, erase all] -- whatever I had been doing, it resets it to this state.
The bmps only show up in the UV Mapper, in the flyout-list (double arrow icon) next to the UV menu.
I'm afraid this crap is going to start screwing with my models -- and even if it's not, it's bloody annoying.
The bmps only show up in the UV Mapper, in the flyout-list (double arrow icon) next to the UV menu.
I'm afraid this crap is going to start screwing with my models -- and even if it's not, it's bloody annoying.
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Aah...that's what I did. So, is there a way to rid myself of those 3 bitmaps listed in the UV menus?tiny paintings wrote:Try File->Save default settings (Ctrl U). That will change the default that loads as a new scene.
Also, in the creation of models, I assume it's okay to have several blender objects (cube1, cylinder1, foo1) that all get exported into the .obj -> bfxm, etc? Or, will having multiple objects ruin things? I would figure it gets to be a major pita to have to extrude every single part of the model (if not impossible, in a few cases).
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Normal maps: It will... so feel free to use them. Just create the standard 3-component tangent space ones... not the 2-component compressed ones (warning just in case, I don't think any tool creates them by default).
Tiny: I thought I could hijack this thread a little for a blender/general uv-mapping question. Is there a way to get rid of that zigzagging that sometimes happens when uvmapping stuff? Where, for instance, a straight line is bent across a trapezoidal quad.
Tiny: I thought I could hijack this thread a little for a blender/general uv-mapping question. Is there a way to get rid of that zigzagging that sometimes happens when uvmapping stuff? Where, for instance, a straight line is bent across a trapezoidal quad.
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Alright. Time to rejack the thread to show how the station is coming along. Chuck's posted some things about it in this thread but it's in the contributor help section. It's time for some content vetting
Here's a good distance shot of the platform. Only one section is textured, at this point. Just making sure it looks okay before continuing, and doing serious detailing.
For scale, I give you a conveniently located clydesdale. If you can't read it, the clydes is at 3062 meters from my ship...
...and the SES is at 37274 meters (about 12x's the distance)
Here's a view-consuming closeup of the surface. The black dots are crudely contrived holes where the elevators will pass through. I think my jpg compression was on, because the artifacts on the texture are HORRENDOUS.
And, a view of the tail end, near the center tube. I think I need to make a thicker yellow/black stripe
Here's a good distance shot of the platform. Only one section is textured, at this point. Just making sure it looks okay before continuing, and doing serious detailing.
For scale, I give you a conveniently located clydesdale. If you can't read it, the clydes is at 3062 meters from my ship...
...and the SES is at 37274 meters (about 12x's the distance)
Here's a view-consuming closeup of the surface. The black dots are crudely contrived holes where the elevators will pass through. I think my jpg compression was on, because the artifacts on the texture are HORRENDOUS.
And, a view of the tail end, near the center tube. I think I need to make a thicker yellow/black stripe
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Nice! What a difference a bit of texturing makes! Indeed, the black and yellow stripes need to be visible at some distance. I like the look, already, though. The texture I made for the holes, I calculated their positions so that they formed an octagon.
When put toghether:
http://www.deeplayer.com/dan_w/goodies/greebles/big.png
I think a regular octagonal pattern would look better. I like your choice of color, though; but I also like having some rimms around the holes.
Maybe with your color but with gray lines of about the same luminance, forming the road networks, it would give it detail without strongly giving away the intent. I find this an interesting concept: Putting greebles, but in a way as if you were trying to hide them, or to make them low key... Come to think of it, that's probably what doesn't work with a lot of greebling. If it were done in a more subtle way, it would probably be paid more attention to.
BTW, regarding scale, I took a shot of my llama in the door of Serenity mining base, zooming out. Just by eye, I'd say Serenity would fit comfortably inside the center tunnel...
The little thing in the door is my llama:
But in the pic below, my llama looks even smaller (the little dot in the middle of the entrance)
When put toghether:
http://www.deeplayer.com/dan_w/goodies/greebles/big.png
I think a regular octagonal pattern would look better. I like your choice of color, though; but I also like having some rimms around the holes.
Maybe with your color but with gray lines of about the same luminance, forming the road networks, it would give it detail without strongly giving away the intent. I find this an interesting concept: Putting greebles, but in a way as if you were trying to hide them, or to make them low key... Come to think of it, that's probably what doesn't work with a lot of greebling. If it were done in a more subtle way, it would probably be paid more attention to.
BTW, regarding scale, I took a shot of my llama in the door of Serenity mining base, zooming out. Just by eye, I'd say Serenity would fit comfortably inside the center tunnel...
The little thing in the door is my llama:
But in the pic below, my llama looks even smaller (the little dot in the middle of the entrance)
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Oh, I know the elevator portals are off. I just slapped them on to give the surface something other than just a grid. As for the color, I'm curious as to why it's not the same grey as the tile you posted above, chuck. I eyedroppered (is that a word?) the grey straight from that pic, so I'm not sure why the colors came out as such.chuck_starchaser wrote: Maybe with your color but with gray lines of about the same luminance, forming the road networks, it would give it detail without strongly giving away the intent. I find this an interesting concept: Putting greebles, but in a way as if you were trying to hide them, or to make them low key... Come to think of it, that's probably what doesn't work with a lot of greebling. If it were done in a more subtle way, it would probably be paid more attention to.
And, actually, WRT to the elevator locations, I was considering making them more than just textures -- from certain angles, you can tell they're just painted dots, especially on the larger ones. Why not make them tubes that travel through the base -- or at least a little distance into it. Use tiny_painting's baked radiosity to give them a glow of deeper interior lighting,
Also, does anyone know how to get the UV map to unfold into straight lines, in blender? It's really hard to align the top and bottom textures if the maps aren't straight. Yes, I know I can rotate them, but I still can't achieve a "perfect straight" with that.
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Hmmm... maybe the material has a color? Before texturing it was looking creamy, rather than white or grey. Could be Cephid-17 is a brow dwarfCoffeeBot wrote:Oh, I know the elevator portals are off. I just slapped them on to give the surface something other than just a grid. As for the color, I'm curious as to why it's not the same grey as the tile you posted above, chuck. I eyedroppered (is that a word?) the grey straight from that pic, so I'm not sure why the colors came out as such.chuck_starchaser wrote: Maybe with your color but with gray lines of about the same luminance, forming the road networks, it would give it detail without strongly giving away the intent. I find this an interesting concept: Putting greebles, but in a way as if you were trying to hide them, or to make them low key... Come to think of it, that's probably what doesn't work with a lot of greebling. If it were done in a more subtle way, it would probably be paid more attention to.
Sure! That's the spirit! I think we could have windows in the tunnels too, lit from behind. Specially from the bottom side, where the passenger stations are.And, actually, WRT to the elevator locations, I was considering making them more than just textures -- from certain angles, you can tell they're just painted dots, especially on the larger ones. Why not make them tubes that travel through the base -- or at least a little distance into it. Use tiny_painting's baked radiosity to give them a glow of deeper interior lighting,
I believe you mean vertically/horizontally-aligned. I'd ask Blender questions at elYsiun, if I were you. I posted a question about the problem I was having when mirroring the side-chunk, that the visibility of all the facets got reversed, and I had several replies in no time.Also, does anyone know how to get the UV map to unfold into straight lines, in blender? It's really hard to align the top and bottom textures if the maps aren't straight. Yes, I know I can rotate them, but I still can't achieve a "perfect straight" with that.
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Here's an early preview of what the top deck of the military section will look like. This texture mirrors 4 times to cover the octogonal top of the base. The top-left corner of the texture is the center of the structure.
http://www.deeplayer.com/dan_w/goodies/elevator/tmp.png
http://www.deeplayer.com/dan_w/goodies/elevator/tmp.png
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