A mouse on a glider

Started by luvsmuzik, October 15, 2016, 07:22:20 PM

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luvsmuzik

Reworked my bat object. Very early WIP

I would like to figure out the glass and reflection settings for these buildings. Image 2 is Blender cycles render with TG background image for scene.

yossam

Those are some big assed bats.................general shape is better they need to be bunches smaller.  :)

luvsmuzik

To populate this city with buildings, in Blender I made a subdivided plane grid type object, then deleted faces where streets would be, assigning the block type object to that plane in a particle system instance. Is a similar way of population possible in TG? I should ask Hannes, I guess. I could also remove all textures and lights and just make a horizontal array and use it for a skyline. The original scene in Blender had about twenty point lights on the street lamps, ten or so source lights inside the buildings, involved volumetric lighting, etc, etc.....

Obviously this is a simple object, just cubes with variations. All grouped together with sidewalks and lamps and plopped onto a plane. Texture quality not so great as I am learning mapping, but do not understand required pixel count for best processing yet.

luvsmuzik

Got this city population adjusted with the object population editor. What a great feature! Now do not put a T-square on it, but it works for me! I could not find a way to enter values for rotation, so I eyeballed it.

Thanks for all this advice!

Still a WIP.