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Re: Textures The Inn
[Re: ShoreVietam]
#171137
12/16/07 10:44
12/16/07 10:44
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Joined: Jul 2006
Posts: 65 Germany
Tristan3D
Junior Member
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Junior Member
Joined: Jul 2006
Posts: 65
Germany
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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.
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Re: Textures The Inn
[Re: Tristan3D]
#171138
12/16/07 12:17
12/16/07 12:17
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Joined: Jul 2006
Posts: 65 Germany
Tristan3D
Junior Member
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Junior Member
Joined: Jul 2006
Posts: 65
Germany
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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.
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Re: Textures The Inn
[Re: aztec]
#171140
12/16/07 19:21
12/16/07 19:21
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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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 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
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Re: Textures The Inn
[Re: Slin]
#171142
12/18/07 03:35
12/18/07 03:35
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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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
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Re: Textures The Inn
[Re: xXxGuitar511]
#171143
12/18/07 11:33
12/18/07 11:33
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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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
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The Inn - new Objects
[Re: Slin]
#171145
12/21/07 01:37
12/21/07 01:37
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Joined: Jul 2006
Posts: 65 Germany
Tristan3D
Junior Member
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Junior Member
Joined: Jul 2006
Posts: 65
Germany
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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.
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