@arringfray, on 17 August 2011 - 11:48 AM, said in Help wth glow effects:
ya I was mainly referring to engine and other glowy parts of a ship.
I like the idea of doing them in photoshop as I'm well versed in it's use. I am unclear as to how to make the mask though. ...
Ah, engine glows. For any glow effect (pretty sure - it's been awhile; definitely for engines though), you do need to render the effect as a separate set of sprites from the ship. That usually means that the sprites are larger, since they have glows coming out the back, but to counter the problem this creates (what size exactly?) I usually render (using my scene- I'll describe that later) the image way bigger than it needs to be for both ship and glow and crop them down later (So I'll render my shuttle craft in the center of a 48x48 px box, even though the shuttle will be at 32x32 px; because the glow sprite will be 48x48).
Getting back to actual rendering of glows; beside setting up materials for my exhaust parts; I usually set the ship itself to be completely non-reflective black; to block out all light coming from anywhere. Then set up your engine glow to be a shape you like and a color (or white; you probably understand how to color it later in PS), and make it so it doesn't absorb or cast shadows (preferably an illuminated or fake-illuminated texture). Render the same way as the rest of the ship as described above.
@arringfray, on 17 August 2011 - 11:48 AM, said in Help wth glow effects:
Anyway you had mentioned making a scene, getting it all set-up and then adding the ship in....ok umm how do I do that? I didn't know you could open a file within a file.
Usually it's file:import or something. Worst-case, you can always open both files simultaneously and copy-paste between your ship model and your scene file. As for setting it up, that's all a matter of personal preference. If you've got sketchup; you can download the files in my sig and use them to see what I mean. The scene is basically just a camera, light, and rotate setting that you like for your files. It's pretty straightforward for TC's - but for stock EVN it's a pain since you've got to figure out exactly the angles they used or it won't look right (And I don't know them off-hand). I kinda wish they would have released a scene setup for us to use in the beginning, would've taken away all the guess work and provided more nicely-rendered ships (EVC/O were easy since they were top-down and didn't use fancy reflectivity or textures).
@arringfray, on 17 August 2011 - 11:48 AM, said in Help wth glow effects:
Also how do you know what angle the camera is pointed at? I know sometimes I can find the x,y,z location but that doesn't give me an angle. Then how far back should I set the camera?
The camera angle is tricky to figure out - I don't usually know what angle it's at; though I'm sure there are settings in Blender to figure it out. It doesn't matter much what angle it's at in a TC, like I've mentioned earlier, because as long as every ship uses the same setup (and thus the same camera), it will always look right. The distance the camera is back is irrelevant as long as it doesn't clip out - just scale your ship up/down to fit in the frame and render the output larger/smaller appropriate to ship size (Shuttle - 32px, Battlecruiser - 128 px).
@arringfray, on 17 August 2011 - 11:48 AM, said in Help wth glow effects:
Lastly what intensity and direction is best to set the light at? or better yet what is the best light source to use and how far away do you generally want it to be?
I don't remember any of the settings for stock EVN; but for TC's, it's best to set it to something you like. For general settings; keep in mind that this is space and shadows are going to be harsh. I usually turn things down a bit to allow some detail to be seen even in shadow, but in space a line of pure-black to blinding white could be expected along a shadow's edge. A good spotlight (big & powerful) somewhere at the top corner of the screen on the render and somewhere above the plane of the model usually looks good. Don't bother with point lights or HDR - this is space, the next major light source is light years away. If you must have more lighting (to lighten up details in the dark side), have a second spot light at low intensity coming from the general direction of your camera (camera light).
Also, search for the "Delphi Ship Creations" thread, I think we discussed many of these things at length in there somewhere.