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Michael Betke

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Posts posted by Michael Betke

  1. Call it CSG, Brushes, Solids, Volumes.....but a solution to block out geometry within the editor and export it to an 3d app is a MUST for professional usage.

     

    You won't even be able to block out a bridge over a valley without it in a comfortable way.

     

    They way I would like it is to block out my rough geometry, group it to an object and have a right-click menu which exports directly into my already opened 3d-suite. Something like GoZ from Pixologic. This is just the trend and candy to have people using your engine. Less clicks and inter-application-operability. :)

  2. I used the editor now for some basic materials and it's working very well.

     

    One thing I don't like is the automated copying of textures to the material folder. A switch in the Settings if I want itor now would be nice. In some situations it's cool to have such auto-copy feature but mostly I do my texture in Photoshop, save it at the right spot, do the material then. So it#s saved to the right folder anyways. Plus I seperate the material folder from my texture folder in most cases. :blink:

  3. Lightmapping requires unique texcoords on all geometry. pureLIGHT would export the whole scene as a single collapsed GMF file. It will export materials itself.

     

    But this would limit me to 60.000 tris because of the format. So I have to split it in some situations.

     

    Plus what about using one texture in several materials? Would your engine load the texture with each material again, or does it check if a texture is loaded already but only change material properties? I hope you know what I mean.

  4. As far as I understand the purelight concept it bakes GI to my models.

    The GI seems to be bound to a material.

     

    How does it handle the following scenario:

     

    Let's say I have a small object like a lamp hanging in two rooms.

    One room is lit the other one is dark. This would result in two different lightmaps for one object. One dark and one bright.

    But as far as I know my lightmap is material bound.

     

    So I would have to

     

    A.) Do a different material for every re-used lamp in my level with a unique lightmap for each lamp. This would be pretty much work for a simple re-used prop plus how would the LE load the texture? Would it load the lightmaps (which is ok) but also load the texture of my lamp over and over again and my Vram will be filled with it?

     

    B.) Don't use Purelight on small objects which would be silly because big objects are also reused, like lets say a pile of crates or palletes in a storage level.

     

     

    What does Purelight do in such a simple situation? Does it bake all geometry to one or more huge Lightmaps where every lamp-UV will get its own spot?

  5. Its hard to give feedback based on screenshots.

     

    I usually dont get more then 2 comments feedback if I announce a new asset pack in my Blog but after release the people buy it anyways.

    Don't judge the interest for a product on the amount of feedback. Just finish some work get yourself some testers or do a trial version and you will get feedback. ;)

     

    Middlewerks looks like a good Toolbox for me so don't stop working on it!

  6. Ok now it seems I'm trapped again. This time .phy generation is giving me headache somehow.

     

    I have this export options. Physics mesh is just a cube.

     

    post-6-009825000 1282495435_thumb.jpg

     

    I tried the other option too but if I place the vegetation the tree branches are physicalized ingame too and not my custom mesh is used.

     

    edit: It's 3dmax 2010 x64

  7. I've noticed the phenomenon of ultra sharp shadows for a while now and have to say this trned isn't something I toally like.

    Look just at a ground shadow of a tree and you will notice most shadows aren't ultrasharp lines but scatter whith their increasing distance away from the shadow-object.

     

    This looks just to unrealistic in my opinion.

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