Blender + indigo Bioshock Style ((Update on page 4))

Announcements, requests and support regarding the Blender Indigo export script
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Borgleader
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Blender + indigo Bioshock Style ((Update on page 4))

Post by Borgleader » Tue Jun 24, 2008 12:43 pm

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
Last edited by Borgleader on Sun Jun 29, 2008 7:17 am, edited 1 time in total.

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zsouthboy
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Post by zsouthboy » Tue Jun 24, 2008 1:55 pm

Green meshlights (or env map) + SSS Air for entire scene is how i'd take a try at it..

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Borgleader
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Post by Borgleader » Tue Jun 24, 2008 2:28 pm

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 :(

doublez
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Post by doublez » Tue Jun 24, 2008 3:10 pm

Flip all the normals of the box (the walls), they are facing out right now.

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zsouthboy
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Post by zsouthboy » Tue Jun 24, 2008 3:10 pm

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.
Attachments
im1214276420.png
2 mins render
im1214276420.png (443.63 KiB) Viewed 8053 times
Bioshock.zip
my updates to .blend file.
(55.6 KiB) Downloaded 187 times

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Borgleader
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Post by Borgleader » Tue Jun 24, 2008 3:16 pm

WOW :) You're awesome thanks soooooooo much for the help.

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zsouthboy
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Post by zsouthboy » Tue Jun 24, 2008 3:18 pm

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."

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Borgleader
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Post by Borgleader » Tue Jun 24, 2008 3:25 pm

Yeah... well I'll bash my head for a while still and I'll probably do that :lol:

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zsouthboy
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Post by zsouthboy » Tue Jun 24, 2008 3:28 pm

Well, make posts as you go along, others (people who don't post, even) will be happy to learn from your experiences. (and you'll get help from everyone else, as well)

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Borgleader
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Post by Borgleader » Tue Jun 24, 2008 3:31 pm

Alright. Oh and I was wondering. Which exporter did you use earlier? 1.0.9 or 1.1.5? (cuz I have both)

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zsouthboy
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Post by zsouthboy » Tue Jun 24, 2008 3:38 pm

Blendigo 111 into Indigo x64 1.1.2 - however I'd recommend 1.0.9 for both until you know what you're doing.

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Borgleader
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Post by Borgleader » Tue Jun 24, 2008 3:38 pm

Alright I'll stick to that one then. Thank you

EDIT:
1. Tweaked the green color (was too intensely green)
2. Added a blue light (for the sake of testing it out)

Will post result when I wake up in 8-9 hours

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SmartDen
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Post by SmartDen » Tue Jun 24, 2008 8:56 pm

my attempt
Image
Check normals, dude!

Image
Image

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Borgleader
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Post by Borgleader » Wed Jun 25, 2008 1:02 am

Oh wow! How did you manage to get squares on the floor? cuz I got this :

Image
(Yes this thing has 12000 SPP, I let it run all night)

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SmartDen
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Post by SmartDen » Wed Jun 25, 2008 1:11 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
Attachments
Bioshock.zip
(53.75 KiB) Downloaded 333 times
Check normals, dude!

Image
Image

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