Blender + indigo Bioshock Style ((Update on page 4))
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Blender + indigo Bioshock Style ((Update on page 4))
Alright,
I had an idea the other day but turns out not only do I now know how to start, but I have no idea if its possible. Now I'm pretty sure most/all of you have heard of the game Bioshock.
Now I wanted to as a project, create something that would look similar to the environment you'd find in the game. But say before it turned bad and looked like hell.
But I don't know if it's doable in Indigo. Because I'd really like to keep this whole "city under the ocean" feeling and so if the sunlight can't penetrate all the way down, well it's pretty much pointless.
This picture, really represents what I'm after. The light coming through the window resembles that of the moon light yet and yet the building is under water (i know I'm repeating myself).
Second thing I'm unsure of is how to recreate the sea water effect. Any thought, ideas, comments, ... ?
-Borg
I had an idea the other day but turns out not only do I now know how to start, but I have no idea if its possible. Now I'm pretty sure most/all of you have heard of the game Bioshock.
Now I wanted to as a project, create something that would look similar to the environment you'd find in the game. But say before it turned bad and looked like hell.
But I don't know if it's doable in Indigo. Because I'd really like to keep this whole "city under the ocean" feeling and so if the sunlight can't penetrate all the way down, well it's pretty much pointless.
This picture, really represents what I'm after. The light coming through the window resembles that of the moon light yet and yet the building is under water (i know I'm repeating myself).
Second thing I'm unsure of is how to recreate the sea water effect. Any thought, ideas, comments, ... ?
-Borg
Last edited by Borgleader on Sun Jun 29, 2008 7:17 am, edited 1 time in total.
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Ah ok, well I'm far from that. It seems I'm even worst than I thought I was. I tried using BbB's tile material in the material database (well actually I used the pictures I extracted from the PIGM, and resized them 'cause or else they make my blender crash). And I can't get anything right. At first the botom material was stretching onto the walls, but now my floor tiles are also appearing on the ceiling and the backwall is screwed up...
.blend file in case someone is utterly bored
I think I need to go through the whole "Blender noob to pro" thing. cuz yeah
.blend file in case someone is utterly bored
I think I need to go through the whole "Blender noob to pro" thing. cuz yeah
I'm looking at it now:
You have blender materials defined for walls, but didn't define Blendigo materials for that.
What lighting are you not happy with? There aren't any windows or anything...
Your normals are all pointing outwards, model walls with thickness for best results. (I simply extruded them all pointing inwards, and added a window for a meshlight like in your example, this is all simple to show you how you might go about matching your example)
You had a blender lamp defined, which won't be defined for an indigo export. Removed it.
UV-Mapped the structure (consider splitting your floor and walls [select desired part of mesh, hit p to split] for easier material management)
Attached is a render. SSS box added around scene.
Light color should be tweaked to your example, I just picked a green.
Other lights (that are not green) in the scene will allow other colors to show up.
You have blender materials defined for walls, but didn't define Blendigo materials for that.
What lighting are you not happy with? There aren't any windows or anything...
Your normals are all pointing outwards, model walls with thickness for best results. (I simply extruded them all pointing inwards, and added a window for a meshlight like in your example, this is all simple to show you how you might go about matching your example)
You had a blender lamp defined, which won't be defined for an indigo export. Removed it.
UV-Mapped the structure (consider splitting your floor and walls [select desired part of mesh, hit p to split] for easier material management)
Attached is a render. SSS box added around scene.
Light color should be tweaked to your example, I just picked a green.
Other lights (that are not green) in the scene will allow other colors to show up.
- Attachments
-
- 2 mins render
- im1214276420.png (443.63 KiB) Viewed 8058 times
-
- Bioshock.zip
- my updates to .blend file.
- (55.6 KiB) Downloaded 187 times
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Just so that you don't get in over your head, you may wish to attempt a simpler scene, until you get more familiar with Indigo and 3d modelling (no offense meant if you're familiar with something other than Blender )
I know that I get frustrated easily - I just take a look at some of BbB's renders and go, "Wow, I can't hope to match that attention to detail."
I know that I get frustrated easily - I just take a look at some of BbB's renders and go, "Wow, I can't hope to match that attention to detail."
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
i just light through the window. your emitter seems to be in the room.
i just attach my blend, so you can see how i made it
i just attach my blend, so you can see how i made it
- Attachments
-
- Bioshock.zip
- (53.75 KiB) Downloaded 333 times
Check normals, dude!
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