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WhiteWing Summer Compo Entrance
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WhiteWing
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Joined: 26 Sep 2007
Posts: 120
Location: Sweden

PostPosted: Sun Aug 17, 2008 8:32 pm    Post subject: WhiteWing Summer Compo Entrance Reply with quote

Soon my entrance is ready so I decided to give you guys a little peek of what Im doing.

The welcome sign wont be where it is at right now, just there so you can see part of the saloon as well. Very Happy
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Mon Aug 18, 2008 2:19 am    Post subject: Reply with quote

Cool. Will love seeing more pics.
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elementrix
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Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Mon Aug 18, 2008 12:21 pm    Post subject: Reply with quote

some lighting would definitely help:)
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WhiteWing
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Joined: 26 Sep 2007
Posts: 120
Location: Sweden

PostPosted: Tue Aug 19, 2008 7:07 am    Post subject: Reply with quote

elementrix wrote:
some lighting would definitely help:)

There will be some lights when the secen is ready, patience my friend patience Laughing
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WhiteWing
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Joined: 26 Sep 2007
Posts: 120
Location: Sweden

PostPosted: Tue Aug 19, 2008 4:28 pm    Post subject: Reply with quote

Ok here is some more screenshots, and the scene is lighted even if its not 100% ready yet. Hope you like it!

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WhiteWing
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Joined: 26 Sep 2007
Posts: 120
Location: Sweden

PostPosted: Fri Aug 22, 2008 5:23 pm    Post subject: Final update Reply with quote

Here is the finished scene Very Happy

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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Fri Aug 22, 2008 5:33 pm    Post subject: Reply with quote

I like it, but in some spots your shadow resolution is HORRIBLE. It's all just black blobs smeared all over the place. It's even hard to make out the shape of the saloon from the outside because of this.

Cut down any large polygons to smaller sizes. This will help your shadows significantly. It's probably your ground planes being way too big (just a guess).

In order to get the best results from DeleD's lightmapper, none of your polygons should be bigger than the biggest size you'd want to stretch whatever the size of your max individual texture size is.

Just some constructive criticism. Breaking up those large polygons will give you a lot more 'free' detail in that image. Your sign shadow should be an almost perfect tracing of the sign, not 3 black dots.

Example: Look at my mesh. None of my polygons are bigger than 120x120, giving me complete control over my shadowing.
http://img.photobucket.com/albums/v227/Vampyre_Dark/DeleD/compobeach3.jpg
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Daaark
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Joined: 01 Sep 2004
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PostPosted: Fri Aug 22, 2008 5:44 pm    Post subject: Reply with quote

Better example:
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elementrix
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Joined: 11 May 2006
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Location: The Netherlands

PostPosted: Fri Aug 22, 2008 9:56 pm    Post subject: Reply with quote

well daaark I looked at some of his shadows around his sign and found some seams and drew some black lines over them, going out from those black lines I drew some gray lines and it looks like he uses a grid and is just using a very small lightmapping size?:


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Daaark
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Joined: 01 Sep 2004
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Location: Ottawa, Canada

PostPosted: Fri Aug 22, 2008 10:03 pm    Post subject: Reply with quote

That's a possibility, but he also has what looks like very long polygons in the saloon itself, which will throw off the resolution too.
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WhiteWing
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Joined: 26 Sep 2007
Posts: 120
Location: Sweden

PostPosted: Wed Aug 27, 2008 1:08 pm    Post subject: Reply with quote






Last edited by WhiteWing on Thu Sep 04, 2008 4:19 pm; edited 2 times in total
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Thu Aug 28, 2008 12:13 am    Post subject: Reply with quote

Wow, that looks great.
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WhiteWing
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Joined: 26 Sep 2007
Posts: 120
Location: Sweden

PostPosted: Fri Sep 05, 2008 8:31 am    Post subject: Reply with quote

I made two last updates on my scene.
1. I moved the light source so that I get light on the front of the saloon.
2. I remodel the windmill since the old one look a bit boring.


Scene info:

Environment: Route 66

Props: Saloon , Slot machine & Parasol

Objects: 1192

Polygons: 24184

Edges: 48951

Vertices:27251
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Fri Sep 05, 2008 1:26 pm    Post subject: Reply with quote

Nice! Very Happy Very well integrated with the skybox and the lighting and coloring of the scene reflects that as well.

White Wing, where in Deled do you get all the scene info you're posting?

regards and congrats,

Alvaro
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WhiteWing
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Joined: 26 Sep 2007
Posts: 120
Location: Sweden

PostPosted: Fri Sep 05, 2008 2:18 pm    Post subject: Reply with quote

afecelis wrote:
Nice! Very Happy Very well integrated with the skybox and the lighting and coloring of the scene reflects that as well.

White Wing, where in Deled do you get all the scene info you're posting?


Thank you very much Very Happy

The info I get from:
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