DualJoe wrote:Just read your UV-unwrap WIP and it's very impressive so far. If you keep this up it'll be the best tutorial I've ever read on the subject. I especially like the fact that you explain the technical reasons behind some of your advice, like the placement of uv-islands in relation to GPU-processing. It took me forever to figure out most of the stuff you put in there. I wouldn't have known most of the technical stuff if you hadn't mentioned it.
When you're done, maybe you should consider posting a link on blenderartists or blendernation. I really think this could be helpfull to a lot of Blender users.
Wow! Thanks!
![Very Happy :D](./images/smilies/icon_biggrin.gif)
I'll do so; far from done yet, tho.
Btw, emissive materials in Blender only work as lightsources in radiosity-renders (and some external renderers like YafRay). You're way of faking them is one solution. You could also fake them in the textures diff and glow.
Yes, I ended up blending (in Gimp) render bakings and radiosity bakings, to produce a glow texture. Quite a mess. Anyways, my tutorial took a detour: I decided to do a rough UV mapping (using ArchiMap) and a set of textures, really quickly, just blendings of baking, just to get the show on the road, and for starlord and the other WC0 guys to have a ship they can start game-testing with. Here's a PR1.2 in-game screenshot, near Achilles base:
The falloff of the lights you use for illuminating the gangways and such is still to great IMO. I think it would help sell the illusion of size if you decreased the falloff.
Indeed, that's given me no end of trouble; but I'm still adamant on physics and optics realism. I think the problem is not so much the light's fall off, as much as the more general problem of displays and gamma correction and all that; and I have a plan to try and come up with a set of shaders to do a sort of automatic gamma adjustment --like a mini-HDR, without the fancy effects. I think the problem of gamma needs a global solution, rather than tweaking every light on every ship and unit.
But in any case, even though I refused to have anything but quadratic fall-off, I ended up tweaking gamma from 1 to 1.6 after the radiosity bake, and even then I ended up using curves in Gimp... :-/
Thats one of the areas where I'm still struggling with Blender, I'm always having to change all the light settings quadratice/sperical fallof and light-distance and intensity before I get it too look right.
Yeah, same here; ditto; not Blender's fault, IMO.