Newbie international videogame creation group...

Hello! You can call me Kiara :smiley: I’m a 16 year old girl with a passion for technology, and some friends and I have gotten together to build our very own videogame. So far, we’re thinking a medieval theme, full-on 3D MMORPG type game, and I’ve started work on the 3D models. I was following…erm…Scotch Tapeworm 3D’s Realistic Medium Poly Tree tutorial, and I got as far as texturing the trunk and branch with very little problem, but now I’ve hit some problems with texturing the leaves. I try to follow the instructions, but the plane with the leaves…erm, flowers (it’s a cherry tree)…just won’t look transparent. I resized the image to 512x512 in GIMP and saved it as a .PNG with transparency (everything outside of the flowers and stem is transparent), but it still won’t do any good. It doesn’t help that I hardly know what some of the options mean. When I try to apply the multires modifier, as the tutorial says, it won’t let me set it to 8 levels.
But then, why do I need that? Can’t I just sculpt the plane and have done with it?
Thanks in advance, and sorry if these are stupid noob questions :blush:
~PK.
tree.blend (488 KB)

You will need to post your textures as well or pack them into your .blend file. When I open this file I just see some trees but without any material settings.

Did you setup the materials on the tree objects? Or did you just unwrap them over an image?

As far as your sculpting issues, I’m not sure why the multi-res modifier won’t let you go up to 8. But you still need to apply some multi-res levels to your model before you can effectively sculpt it. The multi-res modifier basically adds more vertices to your existing model and that is what lets you sculpt fine details. Without it, the sculpt tools can only move the existing vertices and you will not be able to add fine detail.

Hi there! By no means I want to discourage you but youll never finish MMORPG game as a newbie group. It takes millions upon millions of dollars, huge experienced teams and some 4-8 years to do a full blown MMORPG game. In your place I would go for something actually achieveable like a mobile game or look into Unity engine asset stores templates or game creation frameworks.

Take another look at your project and reassess if it`s actually doable with your team and resources.

There is something to be said for that advice, but there is also something to be said for working on things that interest you. If you are having fun working on your project then that is what matters most in my opinion. I’ve lost track of the number of games that I’ve started and never finished but I had a lot of fun doing it and I learned a ton.

I would have to agree with Bloodwork and Kastoria. The biggest mistake new game developers make is that they dive headfirst into a project that they can’t possibly finish and then give up. I would never suggest to a new developer team that they make a MMORPG as their first project, it is simply too large for a small team without resources to accomplish.

So I would suggest that you make smaller and simpler games. Flappy bird proved that even the simplest of games can still make you a lot of money, perhaps then you can go about making this MMORPG that you wish to make.

Theres nothing wrong with acting upon ones passion but lets be realistic here - many newbies start with grand ideas like the next GTA or WoW but they never finish and they lose their interest because they dont get anywhere. Taking on smaller projects will help keep the flame of passion alive. Ones does not simply go into gamedev with making a MMORPG. I know not of a single newbie that has made a successful MMORPG. Even indies usually are very experienced, if not in gamedev itself then in network side of things or other technical stuff.

If you still want to make an MMORPG then it would be worth checking out The Repopulation - they take in volunteers.

We are well aware that this project is likely to take years and years of hard work, even if we continue to add more members to our team. We are not against starting off by making a simple, offline, downloadable version and gradually working up to our ultimate goal.
I…followed the tutorial exactly, as I don’t yet know enough about Blender to take off on my own (the only other model I’ve made was a Mario type mushroom from another tutorial). I split the view, created the seams, opened the image in the UV editor, unwrapped and scaled the UV…How do I upload the texture too? Or splice it into the .BLEND file?
Thanks again :3

Anyway, here’s the image I was using for the cherry blossoms, as well as the bark texture:



I know these aren’t exactly cherry blossoms, but I like them. :stuck_out_tongue:


Do I need to do anything else to either image in GIMP before utilizing it? The bark looks fine to my inexperienced eyes at least…but the blossoms are giving me nightmares, and now I’m getting angry LOL. I’m gonna beat this!!! xD
Also, would I need to do anything to the models if we were to make versions of the game in other languages? We were playing with the idea of translating it into Romanian and Spanish once we are done…

Moved from “General Forums > Blender and CG Discussions” to “Support > Materials and Textures”

http://imagizer.imageshack.us/v2/xq90/833/mj75.png
http://imagizer.imageshack.us/v2/xq90/822/ajx7.png
http://imagizer.imageshack.us/v2/xq90/46/vd5d.png
http://imagizer.imageshack.us/v2/xq90/513/jh4c.png

Some pics of my tree with the texture!

Your ‘cherry blossoms’ have an obnoxious white outline (caused, probably, by backlighting) which you should get rid of in GIMP. Also, to use this image as a texture, you’ll need the background to be alpha (transparent.) Gimp has tools that will let you replace the background with an alpha channel. You’ll need to save it in a format that supports transparency.

The tree is looking pretty good. I’d like to acquaint you with the Fibonacci series, which is found a lot in nature. You start with two numbers (0 and 1 are the basic standard) and get subsequent numbers by adding the previous two numbers.


How does this apply to trees? As you go up, the number of branches in the cross section follows a Fibonacci series. So, if your tree got any taller, the next level would need five branches, then eight.

Now, this won’t help with your texturing question, so, as far as the bark is concerned, put the seam on the back of the tree where people won’t see it. It doesn’t look like your texture is tileable. Gimp can create tileable textures, but it doesn’t work well with things like bark.