We slow things down a little, and relax to some nice tech beats while texturing Charles Street car park, the ‘Cheese Grater’ as it’s oft known by locals.
These are base paintings and will be elaborated upon later , adding finer detail in both the image texture, and the mesh it envelops – but for now, we’re just wrapping the images around a box – and telling our UVMap which portion of the image our faces have wrapped onto it.
These models lack detail because I don’t want to get too fixated on one building when there’s a whole city center to bring to life – as well as ragequitting, this is why I’ve made the decision to put the Genting entrance on hold for the time being and work on another building.
Currently trying to model at least one basic building to the point of some resemblance every day. Won’t take too long, eh?
No video tonight, I’m still not finished with this one – and since it’s technically two buildings, I’m allowing myself two days.
I’ll share some picture updates here:
Foyer area and signpost is still incomplete, it’ll be a reasonably complex scene. I’m not sure where the glow is coming from – it looks inviting enough though, doesn’t it? Once the windowframes are blocked out, I’ll be able to turn the windows into coloured glass (which didn’t quite turn out the green I was expecting) it should spill out into the street: adding some ambience. For this, I’ll use an Armory glass material, Cycles glass material will not work.
To call this an Episode would be a tad unfair – there’s no dialogue per se, it’s a compilation of screencast segments where I’m making an attempt to texture one of the most icon buildings in the city center – with the tallest building there is.
I wanted to use the music from the end of my last video, in which we walked around the city a little – so in this video, I’ve used the whole song to show some screencast footage of building it, the clips aren’t really in any chronological order, more a stylised arrangement to the music.
Spoiler alert: The video dramatically ends with an Armory error message fade to black.
Uniform receiveShadow not found. Uniform lightProj not found. Uniform envmapNumMipmaps not found. Uniform receiveShadow not found. Uniform lightProj not found. Uniform lightProj not found.
As a chaos magickian who loosely holds a belief system which involves being your own God (or at least convincing myself I am during gnostic states): switching on the lights should be some day one shit.
In the last video (Episode 2), I was able to export the city to the Armory engine, but pardon the pun – it was very foggy.
Now, we have a Skylight, we need to tell the game engine which objects give out light, which receive light, and what objects cast and receive shadows – so it knows how to dynamically interact with it in our game environment.
Thanks for reading!
Music: David Guetta Ft Kelly Rowland – When Love Takes Over (Buzzby & Dane Robson Remix) https://soundcloud.com/danerobson Big thanks to Dane for letting me use this track.
In this video, if you can hear it – we have a look at the Peace Enforcer model I teased about in the last videos title, and optimising your renders for sales on Redbubble.
My microphone volume is incredibly low (and I can’t be bothered to rerecord it), so I’d turn your volume up _after_ the first musical segment to actually hear what I’m saying. To save you damaging your eardrums, the first sentence is: ‘Hello, I’m David – and this is the second instalment: aaand I’ve rendered this way too fast, so straight on with the mu–‘
I will be looking at using the blender-osm plugin by Prokitetkura which can import OpenStreetMap data from within Blender, and I’ll be attempting to compile it with the Armory game engine so I have the basis of a first-person-shooter level layout.
We explore Laycock House and Premier House on the map, and compare the building shapes to how they are in the real world, and I don’t want to spoil it for you – but we have some success with exporting to the Armory engine!
In this update, I’ll talk about the huge Sheffield map that you have read about in my first post, way back in February: we’ll get to have an actual look at the map, see how it is organised – and explore it a little
. I’ll also show you a fix for those who may be trying to run Blender on an old Intel i915 chipset (and others, though I’ve not tested this on any other chipsets), have a flick through some fiction, and I do a little speedpaint.