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Discussion in 'Made With Unity' started by meshpig, Feb 24, 2008.

  1. meshpig

    meshpig

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    Just an indie scene, Look OK or not?

    -also, the "mouse look" script from 1.6 is bugging about degrees to radians. What should I do, delete deg2rad and replace it with what??

    Thanx.

    m
     
  2. blockimperium

    blockimperium

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    I can't see anything.
     
  3. meshpig

    meshpig

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    sorry...
     

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  4. CoherentInk

    CoherentInk

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    Looks pretty good to me! Certainly better than what I could produce...
     
  5. meshpig

    meshpig

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    Thanks!

    m

    PS. I grew-up in Canberra ( ... did Secondary school there), left in 1980. How do you find it these days?
     
  6. louis

    louis

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    The shadowing breaks down around the windows. There
    needs to be recesses in the brickwork in order to
    take the window frames and these would produce shadows highlighting the depth of the recess.
    Apart from that, looks good.

    cheers.
     
  7. forestjohnson

    forestjohnson

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    as far as the shapes and texture, it looks good! But you can make it a lot better by thinking more about color and trying to make everything match up nicely.

    A few quick tips: The difference in between the lights and darks (from the windows) is much too little. The windows should be super bright. the sturctureal beams look ugly when they are right next to something that is much brighter then them. Apon further inspection, the lights and darks from the windows don't really match up to what is in the scene.

    Bonus points for god rays from the windows :)

    Shoop de woop:
     

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  8. Charles Hinshaw

    Charles Hinshaw

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    With floating particles that are moved by turbulence when an object passes through.

    Also, not only should the contrast between light and dark be higher, as Yoggy pointed out, but eyes should adjust between looking at a bright or dark area.
     
  9. meshpig

    meshpig

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    Thanks, they're all useful observations. I might have to use several shadow projectors. Maybe the windows could be a transparent texture.. I like the stronger light.

    Yes, the textures need work.

    Cheers!

    m
     
  10. boxy

    boxy

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    really nice :)
    Boxy
     
  11. meshpig

    meshpig

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    I can't seem to limit either the projector or the spot so that it only projects the 16 squares for each window frame. If I get the range right it still tiles laterally.

    Any ideas? i guess in Pro you would cast shadows....

    Maybe a particle emitter?

    m
     
  12. meshpig

    meshpig

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    Yeah, that'll be when you use gold tipped contact lenses for monitors.

    m
     
  13. meshpig

    meshpig

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    Needs some refinement but I modeled it instead;

    m
     

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  14. forestjohnson

    forestjohnson

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    Yeah, that looks pretty good. I'd make the windows just be a giant white out though, cause then you can have the god rays glow all the way up to them and have no seam. And you don't really need the pro glow effect for this (though it would help), You can just use additive planes.
     
  15. meshpig

    meshpig

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    You mean seam as in the difference between the "diffuse" light, so to speak and the intensity of the window reflection off the wall?

    In your PS modification above, you're saying it should be one intense beam with no interruption?

    m
     

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  16. forestjohnson

    forestjohnson

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    What I meant is in the attached pic.

    I think your god rays are way too intense and have too much contrast in the texture.
     

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  17. meshpig

    meshpig

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    I see your point ( thanks for the pic). Don't always think photographically, 'cos of years of "study" in the so called plastic arts.

    Can't we have a bit of dust in the air and some "artistic license"?

    m
     

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  18. DaveyJJ

    DaveyJJ

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    Sure, just not "too much" though. The picture in the last post is nice, btw.
     
  19. forestjohnson

    forestjohnson

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    Yeah, artistic license is great but I at least think the god rays in the last images you sent were too intense. I like the photo, that shows how hdr should look for an indoor environment with windows like you have.

    You might try placing point lights under the places where the light beams hit. (Or just lightmap it)
     
  20. meshpig

    meshpig

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    Thanks...

    - Ok, time for model n# 4; the UV is too rough for light mapping.

    m :roll:
     
  21. holmeren

    holmeren

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    Hey
    What do you mean by "to rough"

    Cheers
     
  22. meshpig

    meshpig

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    holmeren

    Mr. Dodgy took too many shortcuts with the UV's. So when you bake the lights the texture map doesn't have any coherent relation to where the light is.

    m
     
  23. holmeren

    holmeren

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    but why dont you use two different UV channels one for the texture one for the lightmap?
    I dont understand?

    ;)
     
  24. meshpig

    meshpig

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    Yeah, that's logical.

    -Probably because model #4 is needed anyway and I may as well not bother remapping the former. I want to execute both in one go kind of thing even if that's illogical. You know?

    m