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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Thu Jan 19, 2006 2:16 pm Post subject: Typical crap from me |
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Why does this tunnel lead nowhere? Because it's to be used as a infinite scrolling background. I just need to play with the falloff on the pink lights to get rid of the ugly sudden stop along the ceilings. (AKA, The crap you don't notice until your editing your post to point it out for everyone. )
--fixed--
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mappy DeleD PRO user
Joined: 18 Aug 2005 Posts: 340 Location: France
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Posted: Thu Jan 19, 2006 8:02 pm Post subject: |
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Nice colored crap
How do you get that shiny effect on the banisters ?
OL. |
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Thu Jan 19, 2006 8:05 pm Post subject: |
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The blue thing again (must be your favorite shade ).
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Thu Jan 19, 2006 8:51 pm Post subject: |
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I like your style. It immediately identifies who made that scene. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Thu Jan 19, 2006 9:14 pm Post subject: |
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Jeroen wrote: |
I like your style. It immediately identifies who made that scene. |
It's called 32 huge light meshes in a tiny space. No wonder I'm feeling blue.
The idea was based on this: I had the railings already, but I liked the over arched over hang things, so I borrowed the idea. Then I added the structure around it.
CLICKY
Here it what it looks like in use. ~256 polygons rendered 4 times.
Mappy, I get that effect by using a simple gradient texture for curved surfaces. You need to shade your textures too.
Here it is: |
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mappy DeleD PRO user
Joined: 18 Aug 2005 Posts: 340 Location: France
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Posted: Thu Jan 19, 2006 9:25 pm Post subject: |
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Vampyre_Dark wrote: |
Mappy, I get that effect by using a simple gradient texture for curved surfaces. You need to shade your textures too.
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Thanks !
The new picture "in use" is very nice.
OL. |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Thu Jan 19, 2006 9:48 pm Post subject: |
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Vampyre_Dark wrote: |
Mappy, I get that effect by using a simple gradient texture for curved surfaces. You need to shade your textures too.
Here it is: |
I very much like that technique! It would be great to see it end up in a tutorial of some kind. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Thu Jan 19, 2006 10:08 pm Post subject: |
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It's not really a technique. It's just a cube with a curved gradient mapped on it. That's what textures are for. You also need to shade your base textures too, otherwise the lightmaps won't do you much good. |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Fri Jan 20, 2006 12:51 am Post subject: |
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That looks great. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Jan 20, 2006 6:26 am Post subject: |
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Nice! I'll bet you can get great framerates with this repeated geometry! (assuming your rendering engine has good handling for loads of different textures). |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Fri Jan 20, 2006 4:14 pm Post subject: |
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Paul-Jan wrote: |
Nice! I'll bet you can get great framerates with this repeated geometry! (assuming your rendering engine has good handling for loads of different textures). |
I pretty much just render it 4 times brute force with my old dqm renderer. No clue what my fps is on vsync it's always 59.99999999999999999999999999999999999999999999999999999
I'd like to move over to vertex arrays though. |
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afecelis DeleD PRO user
Joined: 08 Aug 2004 Posts: 427 Location: Colombia
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Posted: Mon Jan 23, 2006 12:41 pm Post subject: |
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Looks great VD! It reminds a bit of that UT2003 level where you play on the last roof of some skyscrapers and it's got many neon lights aroung with similar color tones.
Besides that it's an interesting metaphore of a bridge to infinity! |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Mon Jan 23, 2006 10:14 pm Post subject: |
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afecelis wrote: |
Besides that it's an interesting metaphore of a bridge to infinity! |
It's a puzzle game. I wanted 3d backgrounds, but skyboxes or boxed in 3d levels that rotated a bit either looked bland or could make people who don't like 3d game dizzy. So I came up wiith the tunnel idea. |
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handless DeleD PRO user
Joined: 11 Jan 2005 Posts: 274
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Posted: Wed Jan 25, 2006 2:32 am Post subject: |
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Wow, thats pretty cool lookin. What kind of puzzle game? |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Jan 25, 2006 5:44 am Post subject: |
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handless wrote: |
Wow, thats pretty cool lookin. What kind of puzzle game? |
Line up floating objects to match 3 or more. |
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