Valkover!
I'll borrow that fire from you if you don't mind!!
I can't create/find a single one that doesnt cause FPS drops!
Screenshots
Re: Screenshots
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Re: Screenshots
I talked to Frankie few days ago about the best way to create terrain in max. In the end i decided to use a height map and a displacement modifier to generate the terrain.
I created the terrain on a 320k polygons plane, since the displacement details and along with it diffuse map details are directly connected to polygon density i had to use a higher value.
Something like using a high poly model to generate a normal map for a low poly model.
Texturing it was very interesting. After choosing a base texture i had to add snow. However using clean snow texture looked bad and boring. Adding crevices in photoshop is damn near impossible without some kind of a guideline and a kick ass tablet (mine is laying busted in the closet).
So after some googling i found some interesting tutorials on how to add snow and filter the rock crevices so the snow is applied mostly on top surfaces and a lot less on vertical ones.
Once i was satisfied with how it looks like i simply rendered the entire terrain texture into one complete diffuse map that contained all the info i needed.
Only thing that was left texture wise was to generate an occluded normal map that will compensate for low resolution and add some depth to it.
I imported the terrain in radiant, slapped in some models i made a while ago, put in some crappy lighting just for testing purposes and the results were satisfactory.
Terrain is made out of 5000 polygons, however it's not made out of quads but triangles, i used a rectangle and a garment modifier (thank you Frankie for this tip). It creates a more organic terrain and distorts the diffuse map a lot less so unwrapping the terrain model was more or less unnecessary.
For final terrain diffuse map renders i plan to split the terrain into 4 or more sections, otherwise i end up applying a too low resolution diffuse map onto it.
I created the terrain on a 320k polygons plane, since the displacement details and along with it diffuse map details are directly connected to polygon density i had to use a higher value.
Something like using a high poly model to generate a normal map for a low poly model.
Texturing it was very interesting. After choosing a base texture i had to add snow. However using clean snow texture looked bad and boring. Adding crevices in photoshop is damn near impossible without some kind of a guideline and a kick ass tablet (mine is laying busted in the closet).
So after some googling i found some interesting tutorials on how to add snow and filter the rock crevices so the snow is applied mostly on top surfaces and a lot less on vertical ones.
Once i was satisfied with how it looks like i simply rendered the entire terrain texture into one complete diffuse map that contained all the info i needed.
Only thing that was left texture wise was to generate an occluded normal map that will compensate for low resolution and add some depth to it.
I imported the terrain in radiant, slapped in some models i made a while ago, put in some crappy lighting just for testing purposes and the results were satisfactory.
Terrain is made out of 5000 polygons, however it's not made out of quads but triangles, i used a rectangle and a garment modifier (thank you Frankie for this tip). It creates a more organic terrain and distorts the diffuse map a lot less so unwrapping the terrain model was more or less unnecessary.
For final terrain diffuse map renders i plan to split the terrain into 4 or more sections, otherwise i end up applying a too low resolution diffuse map onto it.
Re: Screenshots
/kill; wait 1;quit
Re: Screenshots
ValkoVer wrote:/kill; wait 1;quit
huh?
Re: Screenshots
FUCK WHO RUBS MY MARROW FAT PEAS NOW AFTER THOSE SCREENS???
for a big tree, you need a small axe.
--Bob Marley--
--Bob Marley--
Re: Screenshots
no, now seriously, those screens are awesome, just one, silly, stupid question:
is sth like that possible in urban terror 4.1 or are we talking here about urban terror HD?
is sth like that possible in urban terror 4.1 or are we talking here about urban terror HD?
for a big tree, you need a small axe.
--Bob Marley--
--Bob Marley--
Re: Screenshots
Thanks Del.
This is for UrT HD, i doubt 4.1 could handle this scene alone without FPS going down on 25.
This is for UrT HD, i doubt 4.1 could handle this scene alone without FPS going down on 25.