6
Mar
Today we’re back at making stuff for the inn and taverns. I’ve decided to make a desk for the in, like in hotels, so we start with making that one.
5
Mar
I’ve just saw that Dundjinni.com was down. They did a DNS change today, so probably they’ve switched servers or something and until the DNS info have travelled the world, it will remain dead.
Today, the is big day, when we’re gonna see some more doors in different colors and shapes, not all 1001, but a few anyway.
Here are six door from the 1001 I’ve just made. 1001 doors, 40s average rendering time per door (Pelor bless my batch render controller), but it took about 12 hours to render them out. I had to render them in batches of 400, as I found a but in the FFBatchRender 2.0 beta tool, it eats resources so after 410 renders, it just stops, bug reported.
What a blast this past week have been, now I will be doing some more stuff, inn and tavern stuff, like beds, shelfs, and I have one idea for a filter that I might try, a rugs filter, I need a bunch of rugs with crazy patterns and medieval coloring.
Yes, you can do more with those doors, much more. I got this weird idea, metal doors, stone doors and most of all, spiked doors. This will be easy to do in FilterForge 2 beta, as Polygons will do the work for us here too.
At last, we’re gonna show some doors to the world.
So, we got a height map, and a texture, why didn’t I just connect the Result component and call it a day? I did, but I want more, much more.
OK, today, we’re gonna work with the height map part of the door, what will make it look like the door greytale had done, and not flat like an overrun goblin.