MMC August/Sept Outpost, EZekiel Temple
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noko
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MMC August/Sept Outpost, EZekiel Temple
Modeling the Gates here, Still not done but progressing well for me. Basically there are six identical gates for the area. Some of my goals are an interactive walk through of whole project and maybe a TrueServe setup in the future. Which means I have to keep poly's reasonable, use as much material instancing as possible. So far the gate is around 3000 polys which I expect when done will be around 4000 polys, times that number by six and the scene from that will be 32,000 polys. the grounds poly count will be much less. So if I can keep polys less then 100,000 but preferably less then that then this should be a walkable scene in tS.
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theuns
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Re: MMC August/Sept Outpost, EZekiel Temple
looking good noko :) gonna be nice when its done.
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3dvisuals dude
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Re: MMC August/Sept Outpost, EZekiel Temple
This is an awesome project here David.
Having taken the time once to read the description of the temple carefully in a Hebrew Interlinear Bible (one word at a time... which took me about a month researching each word, LOL) I know that given the scope and materials of this particular structure the end result should be absolutely breathtaking to explore in realtime.
What size did you settle on for his "Cubits?" 18 inch? (just curious)
Ambitious project for sure and I too wanna walk through this!
Having taken the time once to read the description of the temple carefully in a Hebrew Interlinear Bible (one word at a time... which took me about a month researching each word, LOL) I know that given the scope and materials of this particular structure the end result should be absolutely breathtaking to explore in realtime.
What size did you settle on for his "Cubits?" 18 inch? (just curious)
Ambitious project for sure and I too wanna walk through this!
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
Hey there 3dvisuals dude!
Well 1 cubic in tS is one unit
. Some say 21 inches since reed was 6 cubics with each cubic a cubic + hand breath. Anyways keeping cubits per unit keeps everything proportional for the items that are measured. Now since this is a future temple or hasn't been built, this would mean if built today or tomorrow that it would probably be with more modern building methods. Anyways keeping it simple for now, below at 27,000 polygons. For walkthrough a LOD system could be made where as one walks inside of a room the outside buildings can have their mesh coverted to simple cube or something could be used, more on that later. On trueServe portals could also be used if different areas get too complex. Anyways I am working on the outer court yard rooms which isn't specified by Ezekiel their use, in Solomon's temple they where dinning rooms. More later.
Well 1 cubic in tS is one unit
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3dvisuals dude
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Re: MMC August/Sept Outpost, EZekiel Temple
Awesome.... i think the verdict may still be out on the cubit length... yup... see?noko wrote:Hey there 3dvisuals dude!![]()
Well 1 cubic in tS is one unit. Some say 21 inches since reed was 6 cubics with each cubic a cubic + hand breath.
Hehehehe!
Cool stuff David, keep on keeping on!
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
Yeah, that makes the walk through hard to figure out. Cubic, long-cubic etc.. changes the person height relationship to the buildings. Now tS is so cool in this! I use First Person Navigation to move around a building, go inside combine with editing plus I get a feel for space relationships of the plans. Anyways in point edit mode with First Person Navigation active I right click to get out of it to make edits, right click again and I fall back to the ground to move around. I really feel interactive and part of the scene per se. More later.
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
Will show more on how I work as time goes on. This is more of the inner building without the exterior built yet, much more to do. Really reading up on the different temples built has been very fasinating. tS so far as been, well amazing! Snapping works great, booleans are relatively clean, your looking at literally hundreds of booleans, mostly from extruding. Discovered that the dynamic extrude tool has memory. Snap one thing a given distance and you can do rather quickly the same type snap over and over again quickly, the guard rails on the outer room walkways. The first person navigation is a gold mine for walking around and seeing if what one is building is reasonable in size. More later.
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3dvisuals dude
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Re: MMC August/Sept Outpost, EZekiel Temple
Thanks for the update shots, I am looking forward to this project a lot... can't wait to walk through it in awe !
Looks like it is coming along GREAT !

Looks like it is coming along GREAT !
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theuns
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Re: MMC August/Sept Outpost, EZekiel Temple
coming along nicely noko :)
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
Thanks all. Still coming along too
. Starting to texture as I build the rest. There are hundreds of rooms in this project
. The temple turned out to be the longest part and still not done. Here is glimpse of current state, the textures will probably change alot from here plus many items still need materials. Really into this project as a note and much more to go.
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3dvisuals dude
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Re: MMC August/Sept Outpost, EZekiel Temple
Absolutely awesome work, I LOVE seeing this coming into existence, especially knowing that we will all get to walk inside it together at some point and discuss it all!noko wrote:Thanks all. Still coming along too. Starting to texture as I build the rest. There are hundreds of rooms in this project
. The temple turned out to be the longest part and still not done. Here is glimpse of current state, the textures will probably change alot from here plus many items still need materials. Really into this project as a note and much more to go.
All this stuff is so deeply prophetic too in every detail. Some of that will probably dawn on us all as we walk through it I suspect! : )
Great stuff David, and I'm confident the end result will be well worth the toil it took to produce it all!
Keep the update pics coming, it's a very exciting project for sure!
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noko
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
A quick brief on setting textures to use Parva's offset shader. A complete training session would be needed to really convey everything so this is a quick rundown so if you have a particular question please ask. As time permits I can get a better explanation of all of this. This stuff to figure out has taken me some time plus experimentation has consumed over 24 hours of work on just this aspect. One thing I've found about 3d, it does take some time for a serious project.
Anyways offset shader can help in giving a better illusion of something having shape and form without having to have geometry. For me this is important because there is a practical geometry limit for a real time scene where one can walk through it using current graphics hardware.
Offset shader has basically three things that is needed, a texture, a normal map and a height map. Parva's offset shader needs the height map in the alpha channel of the normal map. So first thing first, how to create a height map? There are probably a number of different ways so I will show what I did.
Geometry can be used to create a real height map, the only other method I can think of is hand painting which is maybe ok for simplier things. For a winged creature that would take alot of effort. So I created my winged creature which will be used in the temple scene in Daz Studio 3 which is the first image. I can later with the availalbe morphs and bones compose many different poses if desired but for now a single one is used to get the whole project into a basic simple complete state first. First image shows how it looks in Daz Studio.
Now I have to import this into tS, luckily a rather new powerful .obj importer from Jason is available which is second image. Note I've havn't updated to the newest and greatest yet. Will soon Jason.
http://www.truespaceplugins.com/store.h ... oduct_id=3"
Will continue on next post, having problem with the text imput window on this forum
Anyways offset shader can help in giving a better illusion of something having shape and form without having to have geometry. For me this is important because there is a practical geometry limit for a real time scene where one can walk through it using current graphics hardware.
Offset shader has basically three things that is needed, a texture, a normal map and a height map. Parva's offset shader needs the height map in the alpha channel of the normal map. So first thing first, how to create a height map? There are probably a number of different ways so I will show what I did.
Geometry can be used to create a real height map, the only other method I can think of is hand painting which is maybe ok for simplier things. For a winged creature that would take alot of effort. So I created my winged creature which will be used in the temple scene in Daz Studio 3 which is the first image. I can later with the availalbe morphs and bones compose many different poses if desired but for now a single one is used to get the whole project into a basic simple complete state first. First image shows how it looks in Daz Studio.
Now I have to import this into tS, luckily a rather new powerful .obj importer from Jason is available which is second image. Note I've havn't updated to the newest and greatest yet. Will soon Jason.
http://www.truespaceplugins.com/store.h ... oduct_id=3"
Will continue on next post, having problem with the text imput window on this forum
Last edited by noko on 30 Sep 2009, 10:22, edited 2 times in total.
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
I go to the modeler side and bring in the objects I want to make a height map with. So basic posing of objects in 3d of a scene. I won't show much detail here. Anyways I use the Forground shader Depth Cue (right click on shader tool icon to bring up option panel which has two inputs, Near and Far). What this shader will do is to render a map where closer items are whiter then the background with the farther items will eventually be black. A height map or a displacement map this can be used for. Scene has no lights plus all objects uses reflection channel constant shader with color component set to white. First image is result of this. Some quick notes, I've found by enlarging the object or objects you get a better transition or more steps from light to dark. More range in other words with larger objects and with adjustments of the controls. I also take the output and tweak it a little in a paint program, add contrast, smooth the edges manually with a smooth brush.
Once I have a height map I use that to make a normal map using xNormal.
http://xnormal.net/1.aspx"
The last image is the result of this. Let me know what you think. I know this was kinda quick but can do more later.
Once I have a height map I use that to make a normal map using xNormal.
http://xnormal.net/1.aspx"
The last image is the result of this. Let me know what you think. I know this was kinda quick but can do more later.
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froo
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Re: MMC August/Sept Outpost, EZekiel Temple
This temple project is really interesting noko. As Mark said, this will be really fascinating to walk through using trueServe.
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Karthogen
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Re: MMC August/Sept Outpost, EZekiel Temple
Very nicely done, I really like that inlaid effect.
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Breech Block
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Re: MMC August/Sept Outpost, EZekiel Temple
Gosh, dunno how I managed to miss this! Great work. Love the materials you are playing about with. Can't wait to see it all come together.
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
Been experimenting a little
. I forgot I had a water shader, a simplier version of another shader. Anyways here is a liquid floor inside the temple. It is animated, reflections/refraction are real time but I wish the reflections where more dynamic, I may work on that aspect with RTT camera to viewing camera. Not sure if I will keep a liquid floor (living water) but some of you may find this interesting. Thanks all for the very nice comments.
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LeonRegis
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Re: MMC August/Sept Outpost, EZekiel Temple
Ow great work noko!!! Could you share with us the settings of the water shader? We could use it on shared spaces
Cya
Cya
Be the change you want to see in the world. - Mohandas Gandhi
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
Sure not a problem. This shader was going to be included with 7.61 but I wasn't happy with it. I made improvements to it and then forgot I even did. Anyways yesterday I discovered it was still in my material library. Can we add zip files here? Maybe a good shader for tSPlugin.com as well.
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LeonRegis
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Re: MMC August/Sept Outpost, EZekiel Temple
Yes you can add .zip files. Add at the new Section (Our Shared Spa...) for all of us use it, many thanks Noko!
Cya
Cya
Be the change you want to see in the world. - Mohandas Gandhi
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
I will go through water shader before release just to double check everything. Most settings are common sense.
Still hacking away with project and really loving it, tS is fantastic with huge, I mean really huge areas using FPN for laying down materials, running around like made
.
. Anyways here is initial East entrace gate look, still have to do floor.
Still hacking away with project and really loving it, tS is fantastic with huge, I mean really huge areas using FPN for laying down materials, running around like made
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froo
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Re: MMC August/Sept Outpost, EZekiel Temple
Very Cool Noko!
How large, in MB, is this? It will look very nice when walking around in FPN.
Are you going to setup a trueServe for it? Or would you like to host it on another
trueServe? Mine is down at the moment due to hard drive crash, but I will have it back up
next week.
Keep up the great work!
How large, in MB, is this? It will look very nice when walking around in FPN.
Are you going to setup a trueServe for it? Or would you like to host it on another
trueServe? Mine is down at the moment due to hard drive crash, but I will have it back up
next week.
Keep up the great work!
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
I would like both on the TrueServe side, havn't had time to play around with TrueServe. Right now the scene file is 20mb which is really pushing it for TrueServe. How Mark told me if I do a recording of the scene it will reduce that way down which basically uses compression and converts texture files to .jpg. There are some duplicate materials which I will clean up, some compression I can use etc.. Most of the file size is coming from the materials since geometry and simple materials the file size is around 4mb. Still I have to add more Geometry which I hope to be done by this weekend and finish up the first round of materials. After that I can optimize the geometry some and materials. Also I need to release the Water shader here, if I can find old video I did for Prodigy on how to use that may serve or help folks actually to get something out of shader as well which I can post on YouTube.
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Steinie
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Re: MMC August/Sept Outpost, EZekiel Temple
I'll be honest and admit I never heard of the place.
I researched and educated myself so that I could appreciate
this work more.
Fantastic work so far.
I researched and educated myself so that I could appreciate
this work more.
Fantastic work so far.
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
Thanks Steinie.
I was able to cut file size in half, back at 10mb. I did this by canning the background and going with a more dynamic background with moving clouds. Using two half spheres and tSpecial-E shader I came up with interesting clouds which I like better then the previous static version plus it takes a lot less memory to boot
. Also used pava's sky Sphere shader behind the clouds. Anyways here is YouTube video showing how it looks so far. Let me know what you think. Now I am planning on making a video of a more complete walk through of project when it becomes more complete. Click on video HD buttom for HD (will turn red when HD) click on video window to take you to YouTube to see full size version. HD size is embedded in tags but looks like you have to go to YouTube to see the bigger size. Thanks!
<object width="853" height="505"><param name="movie" value="http://www.youtube.com/v/np_-G9M70QI&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/np_-G9M70QI&hl=en&fs=1&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="853" height="505"></embed></object>[/youtube]
I was able to cut file size in half, back at 10mb. I did this by canning the background and going with a more dynamic background with moving clouds. Using two half spheres and tSpecial-E shader I came up with interesting clouds which I like better then the previous static version plus it takes a lot less memory to boot
<object width="853" height="505"><param name="movie" value="http://www.youtube.com/v/np_-G9M70QI&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/np_-G9M70QI&hl=en&fs=1&hd=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="853" height="505"></embed></object>[/youtube]
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Cayenne
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Re: MMC August/Sept Outpost, EZekiel Temple
looking great....
remember with the server there is caching , also when the scene is transferred and downloaded via the server it does perform a compression similar to winzip compression,.. to test you can zip your scene and see how large it is in a zip file and itll give a general idea of how much data will be transferred across the inet.
generally though yes its better to try and keep scene sizes down , but sometimes its necessary to have larger scenes for a better visual impact, but any and all optimization should be considered , even when people are web building they will generally optimize everything for less kb and faster dload page loads etc ,
as far as I remember I tried with some scenes approching 100 mb but they werent very friendly for first visit , and if the server has several of these projects sizes in memory then it can soon begin to reach win32 limits so this is something to be aware of too with servers with multiple spaces.
Some scenes I tested had approaching 60 mb uncompressed and these were ok , but again first visit to capture the cache can take a few mins or longer depending on inet speed to clients and hardware dishing the data out too, but the scenes were ok once initially downloaded , subsequent visits could also take a shorter time approx 2 mins for the server to check and verify objects in the clients cache before the scene is fully loaded.
with caching it is possible to isolate the objects from the temp cache area once they are finalized and actually zip and send them to a client for unzipping to the temp rosetta cache are on thier machines , but its a manual process and if any changes are made to the scene later on then the process will need repeating each time
so its in a way better that the server space deals them the latest objects in most cases.
remember with the server there is caching , also when the scene is transferred and downloaded via the server it does perform a compression similar to winzip compression,.. to test you can zip your scene and see how large it is in a zip file and itll give a general idea of how much data will be transferred across the inet.
generally though yes its better to try and keep scene sizes down , but sometimes its necessary to have larger scenes for a better visual impact, but any and all optimization should be considered , even when people are web building they will generally optimize everything for less kb and faster dload page loads etc ,
as far as I remember I tried with some scenes approching 100 mb but they werent very friendly for first visit , and if the server has several of these projects sizes in memory then it can soon begin to reach win32 limits so this is something to be aware of too with servers with multiple spaces.
Some scenes I tested had approaching 60 mb uncompressed and these were ok , but again first visit to capture the cache can take a few mins or longer depending on inet speed to clients and hardware dishing the data out too, but the scenes were ok once initially downloaded , subsequent visits could also take a shorter time approx 2 mins for the server to check and verify objects in the clients cache before the scene is fully loaded.
with caching it is possible to isolate the objects from the temp cache area once they are finalized and actually zip and send them to a client for unzipping to the temp rosetta cache are on thier machines , but its a manual process and if any changes are made to the scene later on then the process will need repeating each time
so its in a way better that the server space deals them the latest objects in most cases.
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
Thanks Cayenne,
I can keep it around 10mb if I do Mesh input changes, scripts and triggers. In other words duplicate objects are only loaded once in scene and then duplicated as needed. For example the six tower entrances, palm trees (not in scene yet), utensels etc.. This should also allow Level of detail changes for performance optimizations so for example one goes inside of a building, the guard towers mesh inputs get a simple cube mesh reducing polygon count by around 20,000 polygons for the scene. So far it is smooth as silk even with hundreds of rooms but when complete I may have to work it over plus there is more geometry still needed. Eventually I will get to the point where I am going to have to fire up a trueServer. Having multiple portals is another eloquent solution which I hope to get to do as well.
I can keep it around 10mb if I do Mesh input changes, scripts and triggers. In other words duplicate objects are only loaded once in scene and then duplicated as needed. For example the six tower entrances, palm trees (not in scene yet), utensels etc.. This should also allow Level of detail changes for performance optimizations so for example one goes inside of a building, the guard towers mesh inputs get a simple cube mesh reducing polygon count by around 20,000 polygons for the scene. So far it is smooth as silk even with hundreds of rooms but when complete I may have to work it over plus there is more geometry still needed. Eventually I will get to the point where I am going to have to fire up a trueServer. Having multiple portals is another eloquent solution which I hope to get to do as well.
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3dvisuals dude
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Re: MMC August/Sept Outpost, EZekiel Temple
I am just floored by how awesome this is becoming David, WOW... I am in AWE here!
Truly OUTSTANDING work... well done my friend, superb!
Truly OUTSTANDING work... well done my friend, superb!
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noko
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theuns
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Re: MMC August/Sept Outpost, EZekiel Temple
looking great noko, very nice indeed and those clouds are awesome! would you mind sharing the steps of setting up a cloud scene like that when you have time? I'm sure everybody here would love to see how you did it...
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
Thanks theuns, yes, I was planning on that with water shader as well in a simple scene which those who are interested would be able to download. Spent last night trying to get another building done which I am going to scrap and start over
.
Since time is running out for competition I will get some images done and posted here as well then do some how to type stuff then continue on with project. Eventually I am going to move this to the OurSpace area for further developement so that it can go online for anyone interested as the final goal.
Since time is running out for competition I will get some images done and posted here as well then do some how to type stuff then continue on with project. Eventually I am going to move this to the OurSpace area for further developement so that it can go online for anyone interested as the final goal.
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3dvisuals dude
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Re: MMC August/Sept Outpost, EZekiel Temple
This is looking GREAT !!!!!!!!!! 
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noko
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Re: MMC August/Sept Outpost, EZekiel Temple
I posted the water shader and cloud example in scene file in the Material section of forum. Plus video which hopefully will get you started if you dare
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vi ... 8598#p8598"
vi ... 8598#p8598"
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3dvisuals dude
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Re: MMC August/Sept Outpost, EZekiel Temple
awesome work and thanks for the shader and tutorial at that link! 
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theuns
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Re: MMC August/Sept Outpost, EZekiel Temple
tnx noko :)
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Ben-Menashe
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Re: MMC August/Sept Outpost, EZekiel Temple
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Ben-Menashe
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Re: MMC August/Sept Outpost, EZekiel Temple
Video 3d model of Ezekiel's Temple:
http://www.youtube.com/watch?v=nymuvDpQ-Fg
http://www.youtube.com/watch?v=nymuvDpQ-Fg[/youtube]
http://www.youtube.com/watch?v=nymuvDpQ-Fg
http://www.youtube.com/watch?v=nymuvDpQ-Fg[/youtube]





















