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Re: What are you working on?
[Re: 3run]
#431805
10/24/13 08:04
10/24/13 08:04
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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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Created the Face of the Building. Using 3x 2048 / 1x 1024 Tex for the whole Model. Polycount about 26k tris (not optimized yet). Details still missing! Feedback? regards Sebastian
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: sivan]
#431812
10/24/13 10:38
10/24/13 10:38
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Joined: Dec 2003
Posts: 1,225 germany
gri
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,225
germany
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hey sivan,
that are good news. I cant wait to play around with MapBuiler again.
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
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Re: What are you working on?
[Re: oliver2s]
#431828
10/24/13 13:22
10/24/13 13:22
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
X
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X
Joined: Jul 2008
Posts: 2,107
Germany
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Indeed nice done rvL_eXile. @Oliver Cool. And good looking screen btw. @txesmi Somehow great looking. @sivan Nice as always I prefer the shade-c based solution because it has self shadow support on alpha textures, and a bit faster, thus some thousands of nice grass models can be placed into a scene. Once i placed 300 grass models, killed my framerate with shade-c. Guess i did something wrong, when reading your post.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: What are you working on?
[Re: rayp]
#431834
10/24/13 13:56
10/24/13 13:56
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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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MapBuilder currently utilizes only the (modified) water effect, and shadowmapping matrix calculations from shade-c (shaders are totally rewritten), everything else is removed. the new exponential shadowmapping is simply better and faster than the old variance shadowmapping. in fullscreen I can get now over 30 fps, positioning the camera as seen above (maybe triple buffering, or using shader model 3.0, or loading the level from wmb - except grass - boosted it, I don't know), using 10000 grass models animated (using only ambient, but the shader enables using diffuse, specular and emissive too), with self shadows, without shadow cast by grass. I'm now satisfied with it later I will make a demo of this shadowmapping separated from MapBuilder.
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