Ajax opened this issue on May 24, 2004 ยท 42 posts
Ajax posted Tue, 25 May 2004 at 4:37 PM
JeffAlberts, I know what you mean about the traffic. I'll put some thought into how we could do it, but off the top of my head I'm not seeing any practical way. Textures won't work because all the blocks are different but they all use the same textures. That means the textures can't have specific details on them. Trying to model traffic is going to add too many polygons. I'll see what I can think of, but I'm not at all confident we can do it. Moe made these with the idea that they should be background material. There was a real lack of background cityscape models around and the idea of these is that they should be seen from a window or something rather than have people rendered in situ. It's not really possible to make a model that will do both of those things at the same time. We knew a lot of people wanted to put their people in the city, so we compromised a little by putting the scale poses in. I sometimes think that was a mistake because it gives the wrong impression. My oppinion is that you should really have a separate model as the set your Poser people stand on and then have the Dystopia models seen in the distance through the window or off the balcony or the rooftop or whatever. I'm sure you've spotted the problem with this already. There just aren't that many models out there that have a view. I think that's because most modellers think "If I put a window here, people are going to have trouble finding something to put on the other side of it". We're aware of that and we're working on room-with-a-view type models to fix it, but it's going to take time. Tyger_purr's approach is pretty much exactly what I'd recommend. You don't have to render in separate passes, but I'd strongly recommend using a separate model for your people to stand on, keeping the people close to the centre of the scene and moving the whole city around underneath them. There's no easy way to position a model as large as a city in relation to something as small as a person, no matter what 3D program you use, so it's always going to be hard, sorry. SamTherapy, I agree with Ernyoka1. Poser tries to spread the shadow map out over the whole city, which means no matter how big you set the map you won't be able to see the shadow of something as relatively small as a person. Raytraced shadows should work, but be careful the person isn't in the shadow of a building or you won't see the person's shadow. I've found that if you use a spotlight, placed relatively close to the person, you can get a shadow that way. Try looking through your shadow lite cameras to get an idea of what's happening with shadows. If an object doesn't occupy a reasonably amount of the view throught the shadow lite cam, then you aren't going to get much detail in it's shadow.
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