Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Oct 26 8:50 am)
If you're a newbie, I'd suggest that you start your "vue carrier" with something a little less ambitious... ;-)
The road texture seems to have too low resolution, hence the pixelated look.
If you want to animate a car, I don't understand why you need an ecosystem. All you need is a car object and move it along the road.
First for clarification :: From your post am I correct in thinkning that your heightfield map is 10K in size? Are you using a color variation to 'paint' your road surface?"?
Second - in general :: try activating interpolation for your maps that have pixelizxation bilinear or bicubic (gausian qwill anihilate the details in this case so dont try that mode)
Third -- for a dif. approach :: Why not use function driven procedurals, or again a mapped procedural mixing in a tiling image - if you really want the image mapped version (edge repeat only for the map).
Keep us updated!
Regards,
AF
hey thanks for the reply . I'll tell how i made this until i get back home and upload the maps so first i export the terrain map from geocontrol wich i made the road in it. The an alpha for the road...in vue i made a procedural map then a mixed material which hav an eco system instead of the blue color in the pic..and the material 2 has the alpha of the road and naterial:a map based on a bitmap which i made. This bitmap is from the road alpha..i enlarge it to 10k cuz i thought that would remove the pixels but that wasnt the solution...btw the alphas are bicubic and materials are object parametric...i dono if that explained it all but am writing on my phone :p anway i made a small texture myself but i dono how to make it follow the alpha and how the tiling works.....
Sorry been swamped of late!
To clarify my thinking,
1 - using procedurals to enhance your image maps - this can help obscure any pixelization in the shots (both AsileFX & GeekatPlay have tutorials that can help w/that aspect of things).
2- as for the tiling comment, I had initially thought that since you'd defined a meterial region for the road, why not apply a single instance of the road image and tile it along the -X- axis - feeling that using a smaller but 300DPI image and tiling (w/interpolation of course) would have helped a lot plus adding the function driven mix between the two should have completed the look you were after. Sadly taking more than a moment to think this one thorugh, image maps for the overal road surface might not be the best approach. Perhaps discreet material zones for each color/material on the road surface, then you can create tiling surfaces that sould work again w/teh caveats from above about image maps.
I would create the road with elevation in a 3D app, like Rhino, or whatever you like to use.. Then export it and texture the road with UVmapper, apply the texture and save it as an OBJ, then import it into Vue and make a terrain flat under the road, go into the terrain editor and raise the terrain to the road. done.
My
Rendo-Space
Do you know where your towel is?! I love Vogon Poetry. :P
DON'T PANIC!
Portland Pirate Festival
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I really don't know anything about 3ds max. But you could export it from Vue yes.
My
Rendo-Space
Do you know where your towel is?! I love Vogon Poetry. :P
DON'T PANIC!
Portland Pirate Festival
Arrrr!
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Thanks in forward :)