Are you still wondering? Well if you remember my modeling room, A SKYlight can't show into a room that is SEALED showing no sky. You have to delete the overhead face, but it will be a dull gray. Too get a more white render to bring out the details like my modeling room, delete the face that will not be shown from the camera's POV including the overhead face.
Here's an example:
This is an example of the one overhead face deleted showing a dull gray render. The more skylights you add to this one won't make it any brighter. The image will only get less sharp.
This an example of two faces deleted (the other one is to the left of the view point).
This also had another skylight (total of two) to bring out more details in the gun as seen more than the dull gray one and has a sharp presentation as well.
You can also add omnis too rooms that are enclosed but will not be of best quality. A correct distribution and combination of skylights and omnis will create tremendous clay renders. That is something we all have yet to learn.
I hope this helps you on your journey to create better renders!
Last edited by LinkandKvel; July 21st, 2007 at 08:12 PM.
I have a question:
I am making an Ammo Meter for my H3 AR... It goes onto two lines, and TheGhost's tutorial only covers 1 line.... Vat do I do?
Now I'm making a shield meter. I referenced the shieldoutline and shieldmeter in the cyborg.unit_hud_interface and I exception on startup. I try to compile the bitmaps again but...
ERROR can't extract sprites without a valid plate!
Yes, I know. I did that, now I set it ingame and it exceptions on startup. I then tried to recompile bitmaps and it said "ERROR can't extract sprite without a valid plate!"
Make sure you have a 1 or 2 px blue (pure 0,0,255) border around EVERY sprite in your bitmap.
EDIT: Also, make sure that the corresponding blue area is black (pure 0,0,0) in your alpha channel.
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks