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Re: What are you working on?
[Re: Superku]
#426991
07/31/13 21:23
07/31/13 21:23
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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@Superku: It depends.
The problem is, that it's not easy at all to create good normalmaps. Especially generated normalmaps f*ck up the results.
When created and used properly they can increase the visual quality pretty much. ...but in the most cases users just use a generated normalmap from the actual texture - which is the worst normalmap you can get.
(heelx' normalmaps from the previous page seem to be really good, just to give an example)
Last edited by Kartoffel; 07/31/13 21:27.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#427003
08/01/13 07:43
08/01/13 07:43
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Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
Expert
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Expert
Joined: Aug 2002
Posts: 3,258
Mainz
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@chris_oat: The pipeline in this screenshot will not be released in public (it is for a [hopefully] commercial project me and a friend are working on)
However, as I've mentioned in another post I've already released a simple shader pipeline which I'm still working on from time to time. It's not as complex as the one from above but way more userfriendly and free.
If there's enough time I'll post a new version within this week. I have to ask again. Why not sell licenses of the pipeline?
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Re: What are you working on?
[Re: Superku]
#427019
08/01/13 09:42
08/01/13 09:42
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chris_oat
Unregistered
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chris_oat
Unregistered
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without any normal mapping Are you sure about that? Do you know know ugly nowadays a brickwall-texture look without normalmapping or hightmap? Beside that, I do not overuse NM, but NM is (imo) a must-have for todays games that target a realistic enviroment.
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Re: What are you working on?
[Re: ]
#427021
08/01/13 09:56
08/01/13 09:56
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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@oliver: I've already said once that I'm not going to do that. Also, the pipeline isn't THAT good. (no shadowmapping, unoptimized, partially buggy and not userfriendly at all)
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Ch40zzC0d3r]
#427052
08/01/13 14:09
08/01/13 14:09
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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I'm testing schade-c 0.91 water shaders and shadowmapping in my editor. a water editor is under construction. the terrain shader is compatible with terraintex, supporting 7 tiled textures and works with the same texture editor perfectly (but a bit slower than the optimized quad texture version, maybe I'll make a little tool to convert them). I see now a little chance to reach the desired performance and quality by my RTS game system, but I will need some pro features, so probably I'll put my editor to the contest i.e. it will be open source soon. I hope I can get some votes... 600 soldiers finding their path in a dense forest, some areas are blocked by lakes (everything cast real time shadows but no self shadows applied for speed reasons):
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Re: What are you working on?
[Re: sivan]
#427069
08/01/13 16:21
08/01/13 16:21
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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A Fountain (yeah i know this is only the fountain bowl ), still WIP... any suggestions for more details? Blender Editor Shot: regards Sebastian
Last edited by rvL_eXile; 08/01/13 16:21.
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: What are you working on?
[Re: rvL_eXile]
#427073
08/01/13 16:59
08/01/13 16:59
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Joined: Oct 2008
Posts: 341
ratz
Senior Member
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Senior Member
Joined: Oct 2008
Posts: 341
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Pokémon with good texture and 2D Martix ! ::TEST:: ::MAP::
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++######gg######################++,
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++++++++22++++++++++++++++++++++++,
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++++++++gg+++++www++++++++++++++++,
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Last edited by ratz; 08/01/13 17:12.
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