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Xind0r
05-01-2007, 12:59 PM
Heya guys, just working on a little scene in max.
Im just currently setting up the foliage but then ill be adding the castle fort and town which will be located in front of the mountain/volcano.

http://www.nixeh.pwp.blueyonder.co.uk/enviro1.jpg

http://www.nixeh.pwp.blueyonder.co.uk/enviro2.jpg

http://www.nixeh.pwp.blueyonder.co.uk/enviro3.jpg

Lemme know what you think.

By the way is there any way i can import this map into Valve Hammer ?

The scene currently stands at 103,000 polies (unoptimized)

iLegacy
05-01-2007, 02:07 PM
To give your scene more color and deph use a colored fog. A good reference is world of wacraft: the build up great locations with simple geometry.

Xind0r
05-01-2007, 02:14 PM
I do plan on rendering it with fog in the scene. Its supposed to be used for a small project on a custom made engine, but thanks to the coder not doing his job it looks like im going to have to go with pre-renders.

Ive just put the castle and town into the scene, need to apply the textures and work on a few of the small static meshes, then ill add in the fog. Im also looking at adding in sun rays coming on down through if possible, but ive never toyed with that before so will have to have a look around later at some tutorials.

Hoping to have it updated by later this evening.

Xind0r
05-02-2007, 04:37 PM
I have a problem with the scene :(

I was messing around with it when i woke up this morning and was playing around with fog and volumetric fog. Much to my dismay i noticed that something didnt work.

As my trees are made up from transparency layers, once fog is added it creates a visual mess.

The picture below shows what i mean

http://www.nixeh.pwp.blueyonder.co.uk/PROB.jpg

Now you see what i mean. At first i thought it wouldnt be a problem as i would just uncheck "apply atmospherics" on all my trees in the scene. Sadly this caused my trees to be (what seemed) rendered on the top of the fog so it stuck out like a sore thumb.

Its noticable like this, let alone when the scene is finished its going to be blown up onto A1 as a poster for some uni work.

Has anyone got any tips on what i can do... or if this problem doesnt exist with one of the other renders bundled with 3ds max.

Any help would be greatly appreciated.

Dylan Nagel
05-02-2007, 06:07 PM
There's two things you can do, but it depends on your engine.

1) render the trees in a second loop, without fog.

2) set the tree surfaces to 'reject alpha pixels'. That's a technical term, that basically kicks out alpha pixels entirely, based on a threshhold. It's an alpha-gradient killed, but it should work nicely for things such as branches and leaves.

I hope your engine supports either option, good luck!

Xind0r
05-02-2007, 06:10 PM
Well the engine isnt complete so ill be rendering it in max for the presentation poster.

Any idea how i can kill off alpha particles on the planes within max? Or is it not possible?

TranquilBoy
05-02-2007, 06:28 PM
you might find this helpfull as inspiration http://www.siedler2.net/galerie.php?page=0

Xind0r
05-02-2007, 06:34 PM
Thanks for that, but it still doesnt sort out the problem im currently having.


Im looking at rendering the scene without fog, but would so prefer it with fog in the scene.

iLegacy
05-02-2007, 09:26 PM
I dont know exactly what the problem is. But here is an example of WoW. The fog is cool but make it more blue and make that you can see the sky. Important: the landscape is never brighter than the sky color!



http://www.my-arcor.de/images/big_world_of_warcraft.jpg

Xind0r
05-02-2007, 11:54 PM
The problem is, that when i add fog it screws up the transparency layers that make up large parts of the trees.

I know what you mean about fog breaking things up and making the environment seem more realistic, but it doesnt when the fog makes the branches of the trees come out at a brighter grey then the fog itself.

simply
05-04-2007, 12:19 PM
check the expoential option under the fog effect. :)

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