(08-25-2013, 09:15 PM)Kullin Wrote: [ -> ]I now I need to add a spotligh but just look at the window and tell me what I can do better! (I really suck with pointlights! :P )
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*cracks fingers* I haven't commented on anything in a while, so here it goes!
Spoilers because I'm word-happy today
Spoiler below!
I like the colours you're using, buuuut the overall use of pointlights could use some work.
Instead of doing two pointlights on either side of the window and having that little gap of darkness in the middle, try using one, slightly larger pointlight.
I usually find a radius of about 1.5~2 works to fill in the window with light, but it won't hit the ground or ceiling - which is good because the light touching the window probably won't be as bright as the light hitting the ground.
This is where the second pointlight comes in - I usually end up with a radius of about 4~5 for the second one; it should be in front of the wall so you can see the light's effects on the wall, floor, and ceiling. Because this one is larger and spreads further away from the light, it should be slightly dimmer than the first pointlight (about 25% dimmer). The light will still be really bright and seem to end slightly unnaturally.
A third pointlight can help with the slightly awkward transition from light-to-dark, I usually use a radius between 6~9, depending on the size of the room and the brightness of the source. This one should be quite a bit further away from the window than the other two, but not so far that it doesn't touch the window. I'd say about 1~2 units away from the nearest light.
I've included a .zip file of a map to show you exactly what I mean. Everything in it is labelled with explanations for why I use them. It's not very elaborate, but it should be useful.
Let me know if I need to clarify anything; I just kind-of started typing and couldn't stop
The gobo that fits those windows best are: gobo_mansionbase_window.dds and gobo_castlebase_window.dds There is no specific gobo for window02_yellow.dae unfortunately.
Make one boxlight cover the entire map. I'd suggest making it blue-ish like the window but darker; usually, mine are 0.105, 0.116, 0.141 (RGB) or 0.122, 0.165, 0.211 (RGB), but play around with the values and find something that suits your map best. Sort of like this out of all the lights in that set up, only one of them is a Boxlight: the one in the center (it's casting blue light). Even though some of the rooms have an orange colour, there's a blue tint to the shadows.
Been fiddling around a lot. This simple crappy model took weeks to make, which is stupid, but at least im trying out a lot of programs and starting to get a grasp on some kind of workflow I like.
This was the result of:
Simple cube shape from maya ->
Zbrush high poly fooling around ->
Decimate it into low poly in zbrush decimate master ->
Get decimate master to crash a dozen times losing detailed highpoly rock ->
Do it all again put decimate master into 32bit mode or something ->
Export low poly rock, get rid of the high poly for whatever retarded reason ->
Uv map the rock a million times, try to texture in zbrush ->
Nope... ->
Go into mudbox and use stamping/projecting thing to texture ->
Do a shitty job because no high poly model ->
Use xnormal photoshop plugins to create a crappy normal map ->
Place into testland.map
Any cool ideas about a better way to go around this?