[QUOTE=endorphinsam;39190127]Is there going to be parallax for some textures? Would be cool to be able to see 3D bricks and stuff.[/QUOTE]
The first post states that there is going to be Parallax occlusion maps shader. However it's rather expensive and can have a rather ugly outcome if not used correctly
I think that the biggest problem with those few textures is that there's not much depth involved. Those metal structures connected to brick walls should at least be standing out.
[QUOTE=Sie-Sveinhund;39183093]I'm suddenly really excited to see those glasses remodeled.[/QUOTE]
That might not be possible with the 80 thousand trillion polygon cans.
[QUOTE=croguy;39190159]I think that the biggest problem with those few textures is that there's not much depth involved. Those metal structures connected to brick walls should at least be standing out.[/QUOTE]
Well yes but that's not a texture problem but more a mapper/modeler problem. You can either make the metal structure out of a model or brush to give it more depth.
I'm not exactly a modeller, but I managed to make a new blue barrel. It currently has 1344 vertices though...
[IMG]http://i.imgur.com/g6ann.png[/IMG]
I'd like to see whoever is working on the Graffiti around the game. I'd like to how the different styles work together.
[QUOTE=Zelpa;39191142]I'm not exactly a modeller, but I managed to make a new blue barrel. It currently has 1344 vertices though...
[IMG]http://i.imgur.com/g6ann.png[/IMG][/QUOTE]
how many did the original have?
[QUOTE=Chaotic Lord;39191356]how many did the original have?[/QUOTE]
163.
Edit: I don't get how this is funny.
[QUOTE=croguy;39190159]I think that the biggest problem with those few textures is that there's not much depth involved. Those metal structures connected to brick walls should at least be standing out.[/QUOTE]
IMO they are fine, they just need sharper SSbumps. source has been known to make bumpmaps fairly weak.
Took a bunch of pictures today while trying to fix up globallight:
[thumb]http://cloud.steampowered.com/ugc/559837695497985705/068CDE2F657E481F4673311CE6D36077E96C3297/[/thumb]
[thumb]http://cloud-2.steampowered.com/ugc/559837695497970102/145293F4398C60F3E2E58853E928B5EB4AF1FE35/[/thumb]
And bonus:
[thumb]http://cloud-2.steampowered.com/ugc/559837695500135260/F31AC6BFD0C589EB38AA81A0CE8853549CEAAC3B/[/thumb]
Would anyone like to help out with shadowing? It would be amazing if we could somehow get CSGO's CSM in here!
What's with the overly done blur? It really needs to be toned down.
[QUOTE=RaTcHeT302;39192668]What's with the overly done blur? It really needs to be toned down.[/QUOTE]
I only use it for screenies, its not on by default or anything. Plus I need to just go and adjust the settings for it already.
Until then, I'll stop using it in them.
I wouldn't put artificial blur in screenies to show a W.I.P.
Just so you wouldn't get the wrong point across to those you're showing off to.
the blur reminds me how i see without glasses, i hate it
[QUOTE=Da Big Man;39193181]I wouldn't put artificial blur in screenies to show a W.I.P.
Just so you wouldn't get the wrong point across to those you're showing off to.[/QUOTE]
Yeah, something screwed up because ingame it was a subtle little blur. Oh well.
[QUOTE=croguy;39190159]I think that the biggest problem with those few textures is that there's not much depth involved. Those metal structures connected to brick walls should at least be standing out.[/QUOTE]
Yeah, those should be modeled if you guys are going for the level of fidelity you seem to be.
[QUOTE=Uberslug;39195776]Yeah, those should be modeled if you guys are going for the level of fidelity you seem to be.[/QUOTE]
No, if we modeled everything like that it would waste a TON of perf. You won't readily notice how "flat" they are ingame. The only real textureset you could do it with would be the windows and "buildingtemplate" set.
Anyway, tried to fix-up the last one as best I could.
[t]http://static.glitchvid.com/images/fp_posts/vgames/hleh/hlemap_5_new.png[/t]
How about manually edit the mipmaps so further away the beams there but close up theyre not. Then have a model which fades approximately when the mipmap begins to fade into the lower ones which have the beams drawn on them.
So Texture Model
Close | just brick yes
Far | brick+beams no
[QUOTE=SFC003;39193245]the blur reminds me how i see without glasses, i hate it[/QUOTE]
how is this funny i can't see without glasses, and probably for the rest of my life D:
[QUOTE=mdeceiver79;39197131]How about manually edit the mipmaps so further away the beams there but close up theyre not. Then have a model which fades approximately when the mipmap begins to fade into the lower ones which have the beams drawn on them.
So Texture Model
Close | just brick yes
Far | brick+beams no[/QUOTE]
Sense | no
[QUOTE=Zelpa;39191394]163.
Edit: [B]I don't get how this is funny.[/B][/QUOTE]
The fact that your version has increased the polycount almost 10 times?
I don't know why I found that so amusing, but I did.
it's because he increased poly count by over 8 times and it looks the same
[QUOTE=Zelpa;39191394]163.
Edit: I don't get how this is funny.[/QUOTE]
If anything you should be spending polys vertically. This is the angle of the silhouette that will be seen the most by players. You see the blue barrels much more from the front rather than their top, so this:
[IMG]https://dl.dropbox.com/u/3797350/ShareX/2013-01/2013-01-13_03-47-17.png[/IMG]
sticks out much more than this:
[t]https://dl.dropbox.com/u/3797350/ShareX/2013-01/2013-01-13_03-48-52.png[/t]
as long as you have efficient LODs, though, a higher than normal polycount should be okay. But 1000 tris on something that simple, but that still has a jaggy silhouette, could use some improvement.
Better?
[IMG]http://i.imgur.com/Cor2X.png[/IMG]
Talking about how we can do some atmospheric changes, I decided to start doing some paintovers as to how we can change the lighting and atmosphere.
[t]http://i.imgur.com/JiiQn.jpg[/t]
Tried to make it more like Viktor Antonov's other work. Thinkin about adding smoke coming from the smokestacks on the houses, some clouds and a sun entity around the citadel, ect ect.
Thoughts?
I really liked the atmosphere in this old trailer at 0:45
[editline]12th January 2013[/editline]
[video=youtube;L38vVnqOFf0]http://www.youtube.com/watch?v=L38vVnqOFf0[/video]
I love it. Makes the city feel more alive and real rather than the original's desolate emptiness.
[QUOTE=Sie-Sveinhund;39198969]I love it. Makes the city feel more alive and real rather than the original's desolate emptiness.[/QUOTE]
but i like desolate emptiness
[QUOTE=The Vman;39198912]Talking about how we can do some atmospheric changes, I decided to start doing some paintovers as to how we can change the lighting and atmosphere.
[t]http://i.imgur.com/JiiQn.jpg[/t]
Tried to make it more like Viktor Antonov's other work. Thinkin about adding smoke coming from the smokestacks on the houses, some clouds and a sun entity around the citadel, ect ect.
Thoughts?[/QUOTE]
Cool effect if it is a nuclear explosion
[IMG]http://img202.imageshack.us/img202/8373/sand01.png[/IMG]
I know its bad, just testing my Photoshop skill
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