Then, keeping in mind that the jug had to be central to the composition, I started to block out the scene in a rudimentary manner. I started with a fresh mood board using PureRef to help establish the classical feel I was going for while still conveying a certain level of luxury and intensity. I then decided to blow the cobwebs off the still life project and set out to redefine it. Fast forward to late 2020, Toolbag 4 was in its alpha/beta phase, and I created an asset for the occasion ( Nagra D-II) to test new features such as the ray tracing renderer and scene management tools. Unfortunately, as impressive as Toolbag 3 was, it wasn’t quite up to the task, the idea mothballed, and new projects came and went in the interim. I wanted to capture the feel of a classical still life painting with the then newly released Toolbag 3, hoping that the advancements in real-time rendering would allow me to bring it to fruition. This project started about four and a half years ago as a single asset (the ornate jug) built for the Toolbag 3 alpha test phase. To learn about how I approach hard surface modeling and baking in Toolbag, check out my previous article with Marmoset, Baking A Hard Surface Weapon in Toolbag. In this breakdown, I will run through some of the processes I used to create the final renders, from initial scene setup to lighting. Welcome to the breakdown of my recent Still Life project. and the tileset used on your map actually makes that quality increase impossible.Hello everyone! My name is Ben Armstrong, and I currently work as a Senior Environment/Prop Artist at Sumo Digital in Newcastle, United Kingdom. Using parallax mapping will add a lot of work to your game, and should only be done if you really want that final increase in quality. and the tileset used on your map actually makes that quality increase that description you messed up most of the basic requirements of parallax mapping. "The difference between tiled mapping and parallax mapping is that tiled mapping is 20% of the work for 80% of the quality of parallax mapping" If that is only a placeholder while you're learning, then no problem.īut I always remember something an artist here on the forum told me decades ago: Nothing on your map above looks like it needs that, it is a purely tiled map. Think about it and then ask for help on the method you choose.Īnd on the side - why are you even considering parallax mapping? But it is more work than simple region restriction. This allows you to use directional passabilities and bush flag and the many other options of a tileset to make your map better. The better way is to create an invisible tileset and use those tiles to assign properties to the tiles. Most people go the easy way by using a region restriction plugin and paint the map with regions depending on where the player should walk and where not. There are two different ways to handle this - the easy way and the better way. No parallax picture has passability, so you'll need a different way to tell the player where he can do and where not. So for now, ignore the plugin of bind picture to map, you don't need that for what your screenshots show. Nothing on your screenshots suggests that there is anything the player would move below of. It needs a name like !map001ground.png or so, if you're missing that ! then you'll never get the picture to align up, because without the ! your background will move against the player whenever the player moves.ģ) plugins are ONLY needed if you have an overlay - that is a picture that goes above the player. 60圆0 will never work on mobile deployment but should work on most current computers (although older ones will have problems)Ģ) the filename of the background picture (the one that displays the underground your player walks on) has to start with a ! That is by the way nearing the upper limit of easy parallax mapping - you'll need a modern computer to go up to 100x100 tiles in maps. So yes, if your map is 60圆0 tiles and you are using MV, then your pictures have to be 2880x2880 pixels in size. I haven't watched the video you linked, but from that alone it proves my many arguments against video tutorials - namely too short and assuming too much is known to the watcher and more.ġ) all parallax pictures need to be in an exact size depending on map size. That description you messed up most of the basic requirements of parallax mapping.
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