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Re: What are you working on?
[Re: sivan]
#405258
07/26/12 22:37
07/26/12 22:37
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Joined: Jul 2002
Posts: 3,208 Germany
Error014
Expert
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Expert
Joined: Jul 2002
Posts: 3,208
Germany
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I like the A7 shots better. The A8 shots are a bit too bright - it's like you overused the bloom. Tone it down a bit (make it really subtle)! HeelX, that looks pretty great. Cool stuff -- Here are, then, Conveyer Belts. Also, Laser on a Conveyer Belt.
Last edited by Error014; 07/26/12 22:38. Reason: corrected wording
Perhaps this post will get me points for originality at least.
Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
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Re: What are you working on?
[Re: Damocles]
#405267
07/27/12 07:03
07/27/12 07:03
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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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thanks, yes I used the mtl_hdr not too wisely, the truth is somewhere between the 2 scenarios, but playing with lights and materials to get proper contrast is not so easy (until I integrate it into my editor where it is in real time), the wind shader also decreases leaf contrasts a bit, and setting the leaf normals a bit differently also affects leaf contrasts... shadows are only placeholders, I'll create them from tree model view images (like in my fake tree shadow system for Unity free - sorry for mentioning the enemy )
Last edited by sivan; 07/27/12 07:15.
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Re: What are you working on?
[Re: sivan]
#405275
07/27/12 09:13
07/27/12 09:13
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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@Hummel: No, not really. Basically you take the viewspace normal and fetch from the center of the texture, which I generated in Cinema4D. I came up with this when ParadoxStudio showed their work with cloning the MatCap technique from Pixologix (in ZBrush) - and they use it to render a complex material in e.g. 3DS Max with lights, ambient and everything the material on a sphere. The rendered hemisphere then "bakes" the material properties including lighting and specular and so on at every pixel, which has of course a certain view-space normal. In the approach, you use the view-space normal of your object to fetch exactly that pixel and voilá, you get the pre-rendered lighting from 3DS Max. Problem is, that this is super-static and the illusion breaks, if the camera moves around the object. If the material is uni-color, you can use it, though, e.g. for car-paint materials or piano coating. You can also apply a texture pattern on it, but then it really breaks down, because when you move around the object, the pattern "stays". Interestingly, I read yesterday a paper about rendering techniques of the Toy Story 3 game. They said, that they use spherical harmonics for the ambient term and they render that on a spherical map, with they then use as a lookup (see texture in the upper left corner of the screen). The benefit is that you calculate each term once and then you just do a lookup for each pixel, which has also the benefit that it can be instantly used in a deferred shading context. I already prepared a scene in C4D with spherical texture map: Since C4D can bake me the color, lighting, both, and reflection, I am going to try to combine them: The goal would be to translate the viewspace normal to a corresponding UV coordinate and fetch there.
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Re: What are you working on?
[Re: HeelX]
#405293
07/27/12 12:07
07/27/12 12:07
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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@HeelX It looks really promising! ------------------------------- I'm working on a joystick managed inventory with a very noticeable Rage game inventorys' influence. Not really interesting but it tooks its time When a new item is added, it is classified by a prestablished category, subcategory and alphabetic order in last instance. All the categories and subcategories that have not items are occluded and they result in a transparent navigation. Each category is a linked list. It is navigable item by item or subcategory by subcategory. The item navigation is accelerated when mantaining the joystick up or down. Each item has its own action menu navigable one by one. All the panel bmaps are rendered with bmap_rendertarget when something is changed. VIDEOSalud!
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Re: What are you working on?
[Re: rayp]
#405302
07/27/12 14:21
07/27/12 14:21
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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@rayp thanks! I have more than one project always in my head and I work with modules, so it serves to more than one game. But the main project at the moment is that of the omnishadows I show you sometime ago. Salud! edited___________ I forgot to say that all the item icons are from Ryzom art assets, published with cc-by-sa license and the inventory is not screen resolution dependant!
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