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Re: What are you working on?
[Re: painkiller]
#388304
11/30/11 22:08
11/30/11 22:08
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Joined: Oct 2006
Posts: 873
Shadow969
User
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User
Joined: Oct 2006
Posts: 873
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just out of curiousity - how are you going to export your level into gs?
edit: nevermind, saw your post about blender exporter
Last edited by Shadow969; 11/30/11 22:39.
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Re: What are you working on?
[Re: Rondidon]
#388311
11/30/11 22:47
11/30/11 22:47
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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I thought the same. But the truth is: For Blender it`s just as easy. Define a material, assign it to a face, create a UV mapping, scale it and move it. Plus: You can work with more details and more exact while getting the better performance . isn't uv mapping the most time comsuming part?
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: What are you working on?
[Re: painkiller]
#388313
11/30/11 23:00
11/30/11 23:00
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Joined: Aug 2002
Posts: 2,183 Germany, BaW�
Rondidon
Expert
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Expert
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
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Uv-Mapping: Not really if you know how to handle it. Export: MDL-Exporter out of the Wiki from Ventilator. Shaders: I don`t have decided that yet. Maybe. LOD: The level is relativly small. Buildings and trees that are more distant from the gameplay area are lowpoly. I don`t think that I´ll need LOD for this.
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Re: What are you working on?
[Re: Rondidon]
#388336
12/01/11 15:01
12/01/11 15:01
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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Last edited by painkiller; 12/01/11 15:03.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: What are you working on?
[Re: painkiller]
#388338
12/01/11 15:29
12/01/11 15:29
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Nice, but: Increase terrain brightness + contrast a little, many people think they need to have fairly low contrast textures for a realistic look but IMO it just makes the graphic look dull. I would at least double (in x and y, thus quadruple) the terrain's vertices, use for example terrain_lod and this won't be an issue.
BTW the shadows point into the wrong direction (compare last screenshot).
Last edited by Superku; 12/01/11 15:30.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: What are you working on?
[Re: Schloder87]
#388369
12/01/11 21:19
12/01/11 21:19
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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Very good ! From artistic point of view, you could put some 3D assets around buildings to simulate life, or some grass , rocks around them , more things. For the moment they are just building "posed" on a simple flat terrain. That's what will bring the scene to life These pictures are just an example , we don't ask to make another Skyrim copy, we already have it , we don't need a some "copy" game without originality ! Keep it up !
Last edited by ratchet; 12/01/11 21:22.
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