Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/18/24 10:45
StartWeek not working as it should
by Zheka. 04/18/24 10:11
folder management functions
by VoroneTZ. 04/17/24 06:52
lookback setting performance issue
by 7th_zorro. 04/16/24 03:08
zorro 64bit command line support
by 7th_zorro. 04/15/24 09:36
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:48
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:46
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 552 guests, and 1 spider.
Key: Admin, Global Mod, Mod
Newest Members
EternallyCurious, 11honza11, ccorrea, sakolin, rajesh7827
19046 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 7 of 10 1 2 5 6 7 8 9 10
Re: Textures The Inn [Re: frazzle] #171127
12/14/07 21:13
12/14/07 21:13
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
Expert
bupaje  Offline
Expert

Joined: Aug 2002
Posts: 2,692
California, USA
Nice work on this so far. Continued improvement as you've gone on.

Other people have mentioned the few areas to tweak with glossiness and so on so I won't, except to say with art sometimes less is more. There is a tendency to exaggerate cool effects like bump and shiny surfaces, but you have to fight that impulse and look at the overall composition as those aberrations sometimes stick out like a sore thumb.

Look forward to seeing more.


Find me at: |Stormvisions| Twitter|
Re: Textures The Inn [Re: frazzle] #171128
12/15/07 09:49
12/15/07 09:49
Joined: Jul 2006
Posts: 65
Germany
T
Tristan3D Offline
Junior Member
Tristan3D  Offline
Junior Member
T

Joined: Jul 2006
Posts: 65
Germany
Yeah thanks for the suggestions (and slin is playing around with occlusion at the moment; we'll see if we can implement that too) - but we don't want to copy oblivion - in fact I am using a lot more than just oblivion as a reference. In my eyes this design has a lot more from Thief3 than from Oblivion - even though it got some round eddges which are typically of oblivion artwork. But nevertheless, it's an "Inn" from a world I call "The Realm" - which differs a lot from the storys of oblivion, thief or any other game out there.





And for the bumpiness/glossiness: Everything will get a fair bit of both regarding to our taste of things - there is no overall good way to do this, because anyone out there has their special tastes about that. So we have to decide what we would like it to be (and hope others will like that too)




Last edited by Tristan3D; 12/15/07 10:01.
Re: Textures The Inn [Re: Tristan3D] #171129
12/15/07 11:24
12/15/07 11:24
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
It looks very good so far, but without shadows you can't give the right flare to the scenery. So think about using a good shadowsystem, like dynamic softshadows (if you're able to program them) or use the built-in static shadow system (don't know if this looks good with oll these shaders).

Dark_Samurai


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: Textures The Inn [Re: Dark_samurai] #171130
12/15/07 18:53
12/15/07 18:53
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Can't wait to see parallax mapping combined with occlusion, it's actually a smart way the produce simple shadows

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
Intel® i7 975 Quad Core
8 GB RAM DDR3
SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB
NVIDIA® GeForce GTX 295 Memory 1795GB
Re: Textures The Inn [Re: frazzle] #171131
12/15/07 23:43
12/15/07 23:43
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
Expert
Slin  Offline OP
Expert

Joined: May 2005
Posts: 2,713
Lübeck
I had some heavy performence problems with parallax occlusion mapping and am now using relief mapping instead.

The normalmapping shader supports 3 lights in one pass with pixelshadermodel 2.a and has fallback to the same Shader splitted into two passes with pixelshadermodel 2.0.
The relief mapping shader supports 3 lights as well with pixelshadermodel 2.a and has fallback to parallax mapping splitted into two passes with pixelshadermodel 2.0.
Both shaders have also fallback to FFP Bumpmapping, which looks quite okay and to the normal 3DGS rendering (empty technique).
For both shaders, it is taken care of the models ambient value. A glossmap is used and the height, overall glossstrength and gloss intensity can be adjusted per model within WED.

I´m now playing around some more with shadowmapping and hope to get something usefull done for this level.
Btw, at the moment the level runs with ca 90fps on my system

We don´t have a good displacementmap at the moment, but this it what the relief mapping looks like with the one Crazy Bump created for me, wich is because of that far away from perfect:


Slin

Re: Textures The Inn [Re: Slin] #171132
12/15/07 23:51
12/15/07 23:51
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Looks impressing!
Reduce the contrast of the displacement map to get a less exaggerated height of the bumps.

Re: Textures The Inn [Re: Pappenheimer] #171133
12/16/07 02:29
12/16/07 02:29
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
btw, i like the look of the relief mapping much more than the paralax one. the reliefmapping gives much more shape


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: Textures The Inn [Re: ello] #171134
12/16/07 07:34
12/16/07 07:34
Joined: Jul 2006
Posts: 65
Germany
T
Tristan3D Offline
Junior Member
Tristan3D  Offline
Junior Member
T

Joined: Jul 2006
Posts: 65
Germany

Yeah looks really cool as I already told you

The Displacement Mapping of this Ground Texture is somehow complex to paint, because it is not correctly defined by programs like Crazy Bump or Photoshop. So I have to paint an Ultra High Polygon Model with ZBrush, to get an accurat Displacement Map out of it (which could take some time to complete). Nevertheless... it's worth the hard work

Re: Textures The Inn [Re: Tristan3D] #171135
12/16/07 09:54
12/16/07 09:54
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
right now it looks as though the carpet is hovering above the ground... maybe you should apply that relief to the carpert as well? the same one that you're applying to the floor? even when you reduce the effect... ? just an idea...


~"I never let school interfere with my education"~
-Mark Twain
Re: Textures The Inn [Re: Germanunkol] #171136
12/16/07 10:25
12/16/07 10:25
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
Expert

Joined: Jul 2002
Posts: 2,002
Europe
*rofl*
The stones look like a rough mountainside!


@Germanunkol
I think the reason why the carpet looks like it is hovering is in the Stone surface:
Our eye recognizes a rough surface and a total flat carpet above, thus the brain concludes the carpet has to be at least as high as the highest stone part the eye sees, otherwise the stone had to pass the carpet which is not the case.

I think that'll be not so bad when the heightmap is more realistic.


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Page 7 of 10 1 2 5 6 7 8 9 10

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1