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Re: Sci-Fi Corridors
[Re: darkinferno]
#338717
08/20/10 21:23
08/20/10 21:23
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Joined: Mar 2006
Posts: 2,252
Hummel
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Posts: 2,252
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Re: Sci-Fi Corridors
[Re: Machinery_Frank]
#339133
08/24/10 19:24
08/24/10 19:24
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Lübeck
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Definatly some great stuff, even though I wonder where all those polygons are on that lowpoly corridor screenshot. But on the other hand my mobile is supposed to be similar performant as the first xbox, so there should be quite a few more details possible. If it wouldn´t be a kinda senseless investion for me, I definatly couldn´t await the release Hm, but I am still thinking about it...^^ Which is interesting, as I once discussed with you about buying and selling ressources and at that time I just could not imagine me to buy anything. But now, that I´ve got at least a bit money, thats changing I btw prefer the C4 clip, as I don´t like that flashlight thingy And aren´t the shadows a little bit too dark? All those metallic surfaces should reflect the light pretty well and as they are quite detailed there should also be a lot of light scattered randomly which is then reflected to the viewers eye from within the shadow regions. The dearkness is probbly okay, but my first impression was, that they are too dark . Oh and happy birthday .
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Re: Sci-Fi Corridors
[Re: Slin]
#339136
08/24/10 19:35
08/24/10 19:35
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Thanks Slin.
Regarding the polygons: The corridor you are mentioning has some splits at the ground for using 3 different floor textures. So it is not one big plane made by only 2 triangles, there are some more cuts for uv-mapping. And as I already mentioned there are backfaces for everything even for the columns to create closed meshes. This is needed for stencil shadows (C4 uses stencil shadows).
I also preferred the C4 scene, but now I changed the materials in the Unity scene a bit to look very similar to the C4 metal while still using more lights. I think it looks better now.
The shadows are dark. In my earlier versions I had a brighter ambient light, but it did not look good with the flash light. So I darkened it again. And I personally love high contrast between dark and bright. And ambient light washes everything out. Normals and spec are less visible and there is no mood then. But I will also try the lightmap render functions in Unity and UDK to look how it feels with some bounced light.
Models, Textures and Games from Dexsoft
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Re: Sci-Fi Corridors
[Re: Machinery_Frank]
#339157
08/24/10 22:23
08/24/10 22:23
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Joined: Jul 2002
Posts: 5,181 Austria
Blattsalat
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Austria
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I like it! And any sci-fi material is good material gs lacks sci-fi themes way too much, so this should come handy. good work so far, keep it up cheers
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Re: Sci-Fi Corridors
[Re: Blattsalat]
#339956
08/30/10 07:51
08/30/10 07:51
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Thanks Blattsalat. I continued to improve this package to work perfectly in real game environments. So I made collision geometry like the following for all corridor models and props. I checked it with a profiler tool and I found this: As you can see it reduces the usage of scripts for collision detection a lot, not just a tiny bit, it reduces it significantly. So there is more room for other scripts, rendering, effects, whatever. So from what I see it is highly recommended to use extra lowpoly models only for collision detection like I did in this test environment.
Models, Textures and Games from Dexsoft
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Re: Sci-Fi Corridors
[Re: ventilator]
#339961
08/30/10 08:28
08/30/10 08:28
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Yes, when you use a rigid body, then it is physics. But in this case it comes from the character motion controller, colliding with the geometry. It seems to be a script. I did not look into details. But what you see is exactly the same scene with the same rendering setup. The only difference is the colliding.
And as you can see, physics is merely visible in the profiler.
I also experienced the orange script peaks in exactly the moments, when I ran into walls, boxes or against pipes.
Models, Textures and Games from Dexsoft
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Re: Sci-Fi Corridors
[Re: Machinery_Frank]
#340139
09/01/10 07:34
09/01/10 07:34
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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By the way, here you can see an image with only ambient occlusion and normal mapping applied. I personally love what AO can do. It always looks like 3d on steroids, especially when there is some geometry like these columns and pipes to occlude something. With AO like this it would even be possible to not use any shadows at all, since the AO fakes some global illumination lighting/shadowing.
Models, Textures and Games from Dexsoft
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