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Re: What are you working on?
[Re: Ch40zzC0d3r]
#427084
08/01/13 21:06
08/01/13 21:06
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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here we go:
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: What are you working on?
[Re: Ascalon]
#427093
08/02/13 00:17
08/02/13 00:17
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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@rvL_eXile: The construction is not logic. The huge basin wouldn't be required for that fountain in the middle. The water would silently flow down the pillar. I would imagine something with "more action". ^^
Always learn from history, to be sure you make the same mistakes again...
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Re: What are you working on?
[Re: Uhrwerk]
#427117
08/02/13 12:03
08/02/13 12:03
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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Imo a fountain construction don´t need to be "logic". Proof:
no science involved
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Re: What are you working on?
[Re: sivan]
#427277
08/06/13 09:53
08/06/13 09:53
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Joined: Mar 2006
Posts: 1,993 Karlsruhe
PadMalcom
Serious User
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Serious User
Joined: Mar 2006
Posts: 1,993
Karlsruhe
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Well knowing that I might bore you but some new screenshots of the final street generator. So far there are 2 algorithms to generate a road network. One based on voronoi, one based on a simple rectangle generator. You can easily generate your own streets just throwing in some lines in a list. Example:
List *points = roadnetwork_from_voronoi(50, -1000, -1000, 1000, 1000);
List *intersections = roadnetwork_calculate(points);
// Delete intersections which are too near to each other (optional)
roadnetwork_join_near_intersections(intersections, 100);
roadnetwork_build(intersections);
Next step: Generate normal and specular maps, apply some simple shaders and let streets react on weather effects (rain, sun, fog). EDIT: Quickly added a parameter to randomly delete streets out of the rectangular algorithm.
Last edited by PadMalcom; 08/06/13 10:18.
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