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Re: Textures The Inn [Re: ShoreVietam] #171137
12/16/07 10:44
12/16/07 10:44
Joined: Jul 2006
Posts: 65
Germany
T
Tristan3D Offline
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Tristan3D  Offline
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T

Joined: Jul 2006
Posts: 65
Germany
thanks for the comments.

As slin and me just said, the displacement map of the ground texture will be done accurately - with ZBrush. It's the best way to do this in the most accurate way. Actually the relief will be used for just a bit more realism of... well... relief, ya know?

As for the carpet: A shadow would help. All this will be done at a later time, because we are still checking and testing things out... nothing what you are see here is final - so please be patient with us

greetings
Tristan

Last edited by Tristan3D; 12/16/07 10:44.
Re: Textures The Inn [Re: Tristan3D] #171138
12/16/07 12:17
12/16/07 12:17
Joined: Jul 2006
Posts: 65
Germany
T
Tristan3D Offline
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Tristan3D  Offline
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T

Joined: Jul 2006
Posts: 65
Germany
A very small update:



Someone in here asked for a candlelight (I don't remember who had asked for)?

The Candle has been rendered with Subsurfacescattering in 3ds max - then texture baked (render to texture) and then I have used the Ambient Value + Specular to get this fake SSS Shading within our Level. I am quiet satisfied with the result

Last edited by Tristan3D; 12/16/07 12:19.
Re: Textures The Inn [Re: Tristan3D] #171139
12/16/07 13:29
12/16/07 13:29
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

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aztec  Offline

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Joined: Apr 2005
Posts: 2,332
Germany, BaWü
you can be satisfied great work


Visit:
schwenkschuster-design.de
Re: Textures The Inn [Re: aztec] #171140
12/16/07 19:21
12/16/07 19:21
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
About the relief mapping, it's an alternative to parallax but it seems like it 'eyes' more accurate and you can even add an occlusion term
too

About the candle, the lighting effect that it produces is good but I think once you manage to add shadows, it will look way better

You both are working hard on this, which I can judge from the result so keep up that pace, it will result in an even better scene

Cheers

Frazzle


Antec® Case
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Re: Textures The Inn [Re: frazzle] #171141
12/16/07 21:42
12/16/07 21:42
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Posts: 2,713
Lübeck
Today I investes some time into variance shadow mapping. There are still some things missing which are needed until we include it into the Project but this is what I´ve got so far (the house is hovering in the air...;)):


Last edited by Slin; 12/16/07 21:43.
Re: Textures The Inn [Re: Slin] #171142
12/18/07 03:35
12/18/07 03:35
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
Looks good...

I wish I could pitch in on the shaders, but I don't have the time, nor the PC to work with them


xXxGuitar511
- Programmer
Re: Textures The Inn [Re: xXxGuitar511] #171143
12/18/07 11:33
12/18/07 11:33
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Variance shadow mapping, well actually it's shadow volumes here. This technique is more plausible qua look like the picture you posted proves but the disadvantage for shadow volumes is that performance problems occur when adding shadow volumes to very high tesselated models. Tesselation is what you need here with shadow volumes since you need to accurately calcutate the object's silhouette. The images looks good so far but I wonder which technique you used to set it up via shader, just curious

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
Intel® i7 975 Quad Core
8 GB RAM DDR3
SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB
NVIDIA® GeForce GTX 295 Memory 1795GB
Re: Textures The Inn [Re: frazzle] #171144
12/18/07 15:42
12/18/07 15:42
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline OP
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Slin  Offline OP
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Posts: 2,713
Lübeck
Believe me, it is vsm
I implemented it into my old shadowmapping code, reading the nvidia paper about vsm

The Inn - new Objects [Re: Slin] #171145
12/21/07 01:37
12/21/07 01:37
Joined: Jul 2006
Posts: 65
Germany
T
Tristan3D Offline
Junior Member
Tristan3D  Offline
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T

Joined: Jul 2006
Posts: 65
Germany
Hi,

things get a bit slow toward hollidays... but here are some new objects to examine:


(GOLD!)


(Walldeco)


(The Insignia of "The City of Valendor" - as I might mentioned before, there is a whole story around that level - even it's not meant to become a full game wherein this city would be showed, it will be mentioned within some books which will be placed in this level)


(A Sword)


(Closer look)

Yes, the tex resolution is too low in some places... sooo many things we have to correct; tweak and change

The Walldeco Shield is the first object which I modelled exclusivly with ZBrush to get all the details I wanted... this was necessary, because plane texture paintings/samplings could not do the job. I try to avoid using ZBrush, because it's very time consuming constructing complex non-organic structures within ZBrush (at least for me) and most of the normal mapped details can be achieved with programs like crazybump or the NVidia Plugin for Photoshop (benefit is, of course: It's pretty fast and accurat - but it wasn't for this shield). However, I hope you like this small update

That's it for now

Tristan


Last edited by Tristan3D; 12/21/07 01:47.
Re: The Inn - new Objects [Re: Tristan3D] #171146
12/21/07 01:50
12/21/07 01:50
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
looks nice, the only issue I have is that the blade doesnt look sharp, infact it looks like there is a lip on the blade :/ ????

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