2d --> 3d

Continuum said:
Into what format did you save your render? What did you put as Background? Color or a bitmap?

I save in JPEG....:(
Big first error it looks...
I've put color in back ground (I know you say bitmap but look after ;) )

Continuum said:
Also, don't disable AA in your rendered BTW, otherwise you'll disable AA everywhere. If you disable it here then you don't need to do that via Don't Antialias Against Background ;)

Yes it comes from here :)
I've made the inverse ;)

Look:

Save in BMP 24 bit and making the right desabling AA in the right place:



Thank you.

Brother Soifran

PS:
Now I know this way to proprelly render in fallout type, I 'll think when I 'll have finished Ian dude suite and leather black dude for a neaw vault door with the 6 orientations for the game.
Thank you to share your knowledge.

Read you soon
 
brother_soifran said:
I save in JPEG....:(
I've been suspecting this ;)

If you're working with graphics never save anything as .jpg, never. Maybe it's good for webpages (because of small size), but for nothing more. The reason is a destructive compression, and because of that quality is lost. Also, more and more you're saving while editing, more and more damage you're doing to the image. The same goes for putting .jpg as a bitmap in Environment Map thing (in case of FO's blue "background" it's really important, and because of that I'm always posting GIFs).

That's why:

Continuum said:
Now prepare 256x256 bitmap (.bmp)
 
Continuum said:
Selecting the color in Color Selector will not work if you'll put plane/whatever with Matte/Shadow material as a "ground" for receiving shadows from object, so you must set the bitmap as background.

You have nothing more in the scene other than Vault doors, fine, everything will work. But if you'll put a plane with Matte/Shadow material there (remember trees' ground shadows?) you must use a bitmap as background, otherwise you'll get AA on that plane with Matte/Shadow material.
 
brother_soifran said:
HA ok, so when you talk to make a plane , is for shadows of scenery.
Yes, but this can be also for something else. For example, sometimes I need to make a multipass rendering to render only particular object, but between this object and camera is another object, but I can't hide this object, since in one place is "covering" the object I want to render, so I'm using Matte/Shadow material to "hide" its presence, but its "covering" on object I want to render is visible (FO's blue transparent color). I've been using this in case of scenery for custom grounds to render only those parts/areas/whatever of objects which weren't "under the sand".

I hope you'll understand what I wrote above :P
 
Yes, like the shadows for the trees.
There aren't hidden by the tree.
I 'm not yet at the level of mastering .
It's my first day with 3D Studio, and I oar ;)
Schuuss

Brother Soifran
 
This thread is awesome.

Continuum said:
Camera angles:
Sketchup camera angles compare (blue shape is a mask of original FO2 tile):
sketchupcompare3028.gif


I'm not sure which one to use.
Continuum said:
Can you tell me walls height in mm?
 
Conti is the man to talk with…I never got the angle 100% correct…I’m using Lightwave, ironically the software that they originally built the game art in. That angle is such a pain. :evil:
 
I made myself a 3ds max template for the camera angle. It needed so much time to get it right, even with the coords named here. :P Funny enough, I have still problems with the light every once in a while....
 
Today i've rendered some fallouty tv into creepy tv. Take a look.

creepytv.png


The worst thing in Sketchup is you can't set up camera height, only angle. So that's why i can't do a trick with AA's, because i need to resize.
 
bbmultipass said:
I'm not sure which one to use.
Dunno. I've been using this settings for everything I've made, both small-ish pieces (like default walls, or tiles), or large stuff (like Subbie). I haven't notice any inconsistency. So this settings are correct to me. Also, this settings are coming from the guy who wrote Frame Animator. So we can easily assume that everything is fine with them.

Another stuff which may be taken into consideration are various options responsible for camera correction. But they should be disabled by default (at least logic says so).

Anyway, use ones which are working for you.

bbmultipass said:
Can you tell me walls height in mm?
If you got an option to import FBX format (but I must know version you're able to import) I can export scene template (camera* + wall** + hexes*** + tiles****).

* set to rendering 1000x750 (of course, this can be changed by manipulating camera dolly and render size)
** it's not 100% accurate
*** it's not 100% accurate
**** pretty useless since tile's overlapping isn't taken into account

.Pixote. said:
I never got the angle 100% correct…
Read above.

.Pixote. said:
I’m using Lightwave, ironically the software that they originally built the game art in. That angle is such a pain.
Maybe your version is too new! :ugly:

Lexx said:
Funny enough, I have still problems with the light every once in a while....
Set up something like this:

 
Here's a wall + hexes template in .obj:



(wall mesh is done from elements, so you should be able to detach them into single pieces, similar to original walls)
 
Hello again.

With Continuum's help and his magick walls i was able to made my own construction site

and build a house


How can i make it to look like it was at least damaged during the war?
 
Looking good…if you want to give it the wear and tear of Fallout thinks about reworking your texture. Sometimes the best textures for a building are not those basic squares that tile perfectly. Texture each section independently…bottom level…window areas, etc. Later take the whole thing into Photoshop to give certain areas highlights, extra shadows; grime, etc…mess around with the layers. Try to render the tone as close as possible to the original Fallouts, and don’t forget the shadows.

I took your image and spent 5 minutes in PS…with time and thought you can make much better. It’s obvious you have the talent. Conti is a good one for advice…the little wizard. :wink:

031building.gif
 
If you want to create some leaks in PS then:

- Ctrl+Shift+N to create new layer,
- create a vertical line,
- go to Filter --> Stylize --> Wind
- Ctrl+T layer with leak to adjust it to the wall/whatever

Result:

walls003pid.gif
 
Chocolate monster!

Your creations are really inspiring, Prosper. Keep up the good work :ok:

Oh, BTW, how engine(s) are going?
 
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