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Re: What are you working on?
[Re: aztec]
#454786
09/20/15 16:59
09/20/15 16:59
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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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Hey Aztec Your alive? Like ure work, but i have to criticise she shape of the spoon. Why is it so "sharp" at the top? Also the fork should be a bit more bend in my opinion At the kitchen, the "Worktop" the Edge of the Front / Top Faces, is rounded? Could be look better with an clear and sharp edge. AND where are the drawer / cubboards? In the "TV Picture", please make it a bit brighter it looks too Dark (Black TV / Loudspeakers / Alarmclock / Table under Alarmclock). The Last Picture looks great so far, but could maybe looks much greater with some additional Lights. So Far, Great to see u again here with some nice work 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: rvL_eXile]
#454916
09/29/15 10:01
09/29/15 10:01
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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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tree models having billboard lod thx to txesmi (1500 pcs without model merging) (soldiers too, but they switch from 3d bone animated model to a separate animated sprite) desert scenes are faster
Last edited by sivan; 09/29/15 11:05.
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Re: What are you working on?
[Re: sivan]
#454930
09/29/15 19:02
09/29/15 19:02
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Joined: Sep 2009
Posts: 993 Budapest
Aku_Aku
User
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User
Joined: Sep 2009
Posts: 993
Budapest
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What is the billboard lod?
Edit: i looked up for it in Google, i presume i know little more.
Last edited by Aku_Aku; 09/29/15 19:21.
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Re: What are you working on?
[Re: sivan]
#454951
09/30/15 09:05
09/30/15 09:05
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
User
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User
Joined: Mar 2012
Posts: 927
cyberspace
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looks good .
GS could use this too
Compulsive compiler
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Re: What are you working on?
[Re: alibaba]
#455005
10/01/15 16:10
10/01/15 16:10
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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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Hm since you cannot really post images in Showcase threads and my old projects thread is rather dead, I will make a Superku development post here for now: I had this idea for a level where you'd activate some kind of water pump or boiler, which would then lead to rising water and you could reach heights and areas which were inaccessible before. Obviously, you'd release a bunch of piranhas as well! The water (and to some degree the piranhas as well) posed a big problem for me, I just couldn't get it to work. It was supposed to move or rather flow around the corners of a tile based level, if possible in all directions, meaning downwards too. A simple wavy but level water line was something I was trying to avoid. One of the first (~3) tries of which I took footage, based on multiple tile based models: can be seen here as well: https://www.youtube.com/watch?v=xThbpZ478i4&t=7m28sNext steps here: New approach: Only fill areas dynamically in a pixel shader, don't move models: Previous attempt worked in its rough form, but the smoothing just wouldn't work out: New approach: Calculate a water line (no real vertical water lines supported, which sucked) using lite-C points and pixel shader Bézier interpolation: Calculating the side of the pixels in relation to the water line, didn't really work out that great, too many issues: Improved version:
"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: Superku]
#455006
10/01/15 16:15
10/01/15 16:15
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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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Part II: Realized a water line for the first time, sadly with issues and the limitations of not being able to really let flow water left and right or even downwards: I was trying to use the calculating "normal" direction to realize current, foam and such, but with less than desirable results: Getting the Piranhas to work was a whole different thing, too (they are still far from perfect): (EDIT: Oh and there was another again tile model based approach where I would deform high poly meshes so it would look like the water had breaking waves (towards the camera). It was by far the best looking stuff but I had huge problems with connecting the tiles at different water levels nicely.) Then someone told me about a thing called Metaballs which basically are distances to positions (like the low res tile map in my level) summed and compared to a threshold, resulting in liquified contours. Final result: I'm not 100% satisfied but I say it's good enough to move on. I spent way too much time on this level but at some point I just had invested too much already to give it up completely. I think the metaball concept can be expanded into many more effects, maybe even gameplay related stuff! EDIT 2: The final result is just one big 2face quad mesh across the whole level, no need to place all those small tile models manually.
Last edited by Superku; 10/01/15 16:19.
"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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