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Re: What are you working on? [Re: dice] #388730
12/06/11 23:25
12/06/11 23:25
Joined: Jul 2001
Posts: 4,801
netherlands
Realspawn Offline

Expert
Realspawn  Offline

Expert

Joined: Jul 2001
Posts: 4,801
netherlands
I decided to get back to my roots and start helping total noobs in coding like me. This means very basic stuf in small
mini workshops step by step.

Many things look so simple for a noob it's hard to figure out basics as jumping or a working healthbar laugh
I know i find it hard and so will all noob people laugh There now 3 workshops and more are in the making.




Little clip

Just follow my link.

Last edited by Realspawn; 12/06/11 23:25.

Find all my tutorials & Workshops at : www.rp-interactive.nl

Creativity starts in the brain
Re: What are you working on? [Re: Realspawn] #388802
12/07/11 18:47
12/07/11 18:47
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
Expert
Rondidon  Offline
Expert

Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Some progress with my Blender level.

Added street signs and grass. Non-brackground trees still missing. It`s sometimes a bit complicated because of the big area. I`m working preferably true to original. Many textures (street signs, facades and windows) are taken on the spot.

Next step is the other side of the river. And trees, of course.





Re: What are you working on? [Re: Rondidon] #388804
12/07/11 19:05
12/07/11 19:05
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
please add some dirt! Your City is sooooo clean ^^


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: What are you working on? [Re: rvL_eXile] #388806
12/07/11 19:09
12/07/11 19:09
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
Expert
Rondidon  Offline
Expert

Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Yes, I know. The street texture is still ugly. I`ll see what I can do, but for now I`m working on finishing the mesh (architecture).

Do you have some tipps for nice street textures? What is the best method to add some dirt? Decals and alpha textures?

Re: What are you working on? [Re: Rondidon] #388848
12/07/11 23:22
12/07/11 23:22
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
@Rodidon :
For street , search on CG Textures, or other photos on google
and if needed make them tileable !
Yours have too much noise, thet looks too much agressive to the eye ! you should blurr them to try, but yes you should target photo textures, and you don't need a thousand, only some of great quality !

I finally found how to colorize a baked normal map :
Just use Multiply in the selection of the tool option panel.
That's good, now i can keep this method to make 3D characters and just
paint highlights or shadows :



Last edited by ratchet; 12/07/11 23:25.
Re: What are you working on? [Re: ratchet] #388862
12/08/11 01:11
12/08/11 01:11
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
Expert
Espér  Offline
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
• Updated the Property Window. Position/Rotation and Scaling is ready and WORKING
• Added a Bulldozer Block to remove Objects faster

Screen



Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: What are you working on? [Re: Espér] #388878
12/08/11 10:40
12/08/11 10:40
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
@rondidon:
how did you add the white marks on the street texture? Is it all just one huge texture? Or did you model them out?


~"I never let school interfere with my education"~
-Mark Twain
Re: What are you working on? [Re: Germanunkol] #388880
12/08/11 11:14
12/08/11 11:14
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
Expert
Rondidon  Offline
Expert

Joined: Aug 2002
Posts: 2,183
Germany, BaW�
I modeled them out. Everything else would be senseless according to video memory and performance. Street texture is 256x256. The marks will be 50% transparent in realtime to look better.

Re: What are you working on? [Re: Rondidon] #388930
12/08/11 20:54
12/08/11 20:54
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
@Rondidon :
If you would use textures instead of polygons you will gain lot more power (less polygons to process ), and the less 3D independent objects the engine have to treat indivdualy the better he likes !

In some games like Gear of Wars , you can find 3D artist trics; like some 4 or 5 big squarre floor surface joined , that are one mesh in fact , and in game they look like they were separated :
optimisation !

-------------

3D coat is incredibly complete, even for 3D painting you can use layers ,and there are lot of different types like in 2D programs laugh
so i jsut adde a multiply layer to paint color above the normal map for some color test !








Last edited by ratchet; 12/08/11 21:47.
Re: What are you working on? [Re: ratchet] #388947
12/08/11 22:52
12/08/11 22:52
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
Expert
Rondidon  Offline
Expert

Joined: Aug 2002
Posts: 2,183
Germany, BaW�
The whole city consits of five meshes: Ground (including streetmarks), street props, buildings, water, vegetation. So there`re just five models to handle individually. The street marks are ~200-300 Polys for the whole level, so I don`t think there`s a big performance issue laugh . If I would use textures for that, I needed to create various (big) image files. I don`t think this would be the better solution. Is it?

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