Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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ratty redemption [RIP]:
milk, good idea and yes, plus with recent work for dersaidin, I've found we use non planar meshes for the shrink wrapping, in my previous tests I could never get those to work, so in theory any shape could be achieved.

dersaidin:
Hey guys,

I'm looking forward to see Ratty's cliffs ingame, they're looking great so far :D

The limit of 5000 was for the entire cliff (2 other sections), and in retrospect it is rather large.
Under a thousand for each section will be more appropriate, still quite generous. However, these particular cliffs are in a position where vis portals will be able to exclude them quite effectively when they're out of sight, so we can afford this tri count.

Heres a short video (30MB) showing some spell casting and some of the building models Trak has done. This is the same map that Ratty's cliffs is for. As you can see the HUD, spell effects, and most of the map is still certainly WIP, but its starting to come together. Theres a few graphics artifacts there (glsl water shader = noisy pixels) due to recording to video.

ratty redemption [RIP]:
I've not done any blender work for a couple of days but as I told dersaidin in an email, I managed to get the tris count of the first cliff section down to 700, any more then that and I think it would loose too much of its boulder type shapes. for the next 2 sections I plan to have some smoother parts so they can be optimized more.

heres a series of images with various materials layers turned on.




--- Quote ---Heres a short video (30MB) showing some spell casting and some of the building models Trak has done.
--- End quote ---

the buildings look good so far, but I was getting some motion sickness watching you wander around and especially side stepping while casting the spells, due to the view bobbing being on. can it be turned off like in d3?

also sorry to say but that water looked awful and was also giving me a headache, surely that can't be the result of the capture app or codec? I seriously would leave that out of any videos until you guys have got it smoother looking.

silicone_milk:

--- Quote from: ratty redemption on January 06, 2010, 01:57:52 PM ---I managed to get the tris count of the first cliff section down to 700, any more then that and I think it would loose too much of its boulder type shapes. for the next 2 sections I plan to have some smoother parts so they can be optimized more.


--- End quote ---

*cough* parallax *cough* :)

Would it be possible to get some normal/diffuse/specular mapped shots with a point light or two in the render? The images are a bit dark on my monitor so I can't really make out any features on the textured shots.

ratty redemption [RIP]:
@ milk, I'll take some better lit shots later :)

and elaborate please on what you were thinking with parallax? since d3 doesn't support it natively my only experience with that effect is in crazybump.

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