h1

And now we try the previously accidentally awesomely discovered ADVANCED OPTIONS into an existing scene in Sketchup and see how well it does… HOLY SHEET! IT IS LOOKING AWESOME! So what happens to the previous BG’s?… Well…

October 10, 2012

Here is the new and improved BG!!! It is deliciously beautiful!

Barely a week old and BG’s I recently made are already rendered obsolete by an accidental discovery a few days ago (see this post) enabling me to produce way better BG’s than these with just a single press of the render button.

This is the previous BG… it is also good looking but not as delicious as the latest one

Anyway, Uncle Mugen has come a long way in developing a standardized method which can be applied to anyone even those with only basic knowledge of computers to produce beautiful BG’s for OELVN use (AKA Visual Novels)

So here is the previous method which is also documented in this AWESOME YOUTUBE VIDEO of ME!

  • Download Pre-Made Components from Sketchup 3D warehouse site
  • Place them in Sketchup 7
  • Export 2D graphic of base shading
  • Export 2D graphic that will serve as alpha masking
  • Use third party renderer to produce shadow map
  • Merge all produced graphics including shadow map in Photoshop 7
  • Manually add premade 2D trees and other graphic details from personal library
  • Add manual highlights
  • Color Correct manually to make them blend with 2D sprites
  • Add final detailing

Total Time: Approximately 3 hours

And now the latest improved and super optimized Uncle Mugen’s workflow which I still have to create a tutorial…

  • Download Pre-Made Components from Sketchup 3D warehouse site
  • Place them in Sketchup 7
  • Use third party renderer to produce base graphic, with proper shadows and alpha masking
  • Manually add premade 2D trees and other graphic details from personal library in Photoshopp 7
  • Add manual highlights
  • Color Correct manually to make them blend with 2D sprites
  • Add final detailing

Total Time: Approximately 3 hours

WHOA! WHOA!… OK you may notice something wrong here… despite 3 steps less than the previous method, why in the world did it still take about 3 hours to do the BG?… Doesn’t that defeat the purpose?… Mmm… nope… allow me to explain in greater detail…

The rendering process combined all the manual processes that was previously being done like exporting the base layer, then the alpha and then the shadow map in one easy and convenient process which of course understandably makes the renderer work harder now taking more time to accomplish the task. But this is much more efficient that the previous manual process since all you have to do now is wait for the process to finish so you can sleep or do something else while the process and rendering is on-going…

And you know what… I can still see potential spots in the current process that can be cut and optimized like the manual placing of the trees in Photoshop 7… if only I can find 3D trees that looked 2D enough to be placed on the scene while still working in Sketchup… other than that… this is pretty much the dead end for the potential of this method. Of course, this method does have some disadvantages like you are restricted to existing objects in the Sketchup Library though you can make your own but that will eat up time so it’s up to you if you wanted to go through all that effort…

So what happens to the old and obsolete surplus BG’s… I dump them in this thread at Lemmasoft (CLICK HERE) so people who need background graphics can make good use of them…

That is all for now friends!… And remember, Uncle Mugen loves you very much and I am one of the good guys… for real…

“POOF” (Disappears)

8 comments

  1. For 3D trees, have you considered the Blizzard option?

    http://gdcvault.com/play/1015306/The-Art-of-Diablo

    Click on: The game canvas – 2.5 Geometry: Trees.

    I get the impression that or something along those lines is probably what you want. Ideally, you’d paint or project paint your textures on that kind of low-poly model and be able to insert it freely in your environment. You’d then only have to rotate it for different shots.


    • Copy that… will review it later… Thanks!


  2. For 3D trees you can use 2D pics with alpha (*.png), then make component from it and check “Face to Cam” option. It works. See (rough) example: http://comicpics.files.wordpress.com/2012/10/face-to-cam.jpg


    • The problem with 2D/3D face me components is that there is no way to exempt them from the rendering process of define specific way to render them… everything is global meaning if you have the lightsource behind the component it will always end up dark and flat or in the extreme end where the lightsource is anywhere in the front, the component will receive maximum light…


  3. Nice job Uncle.
    Will there be an updated tutorial on Youtube?


    • Yes there will be… I just needed to streamline the process enough so anyone can replicate it without much trouble…


      • Alright then.
        Thanks in advance.



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