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Messing with the realtime viewport and some directX...
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Messing with the realtime viewport and some directX... // Work in Progress
Post by Gwot // Oct 17, 2006, 2:17pm
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Gwot
Total Posts: 25
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Just put some normal maps in for now... most of the sculpting and modeling were done in Modo and Mudbox. I love the directX shader support! It's easy to setup and the interactivity is great! More of that in future updates to tS please! =]
http://www.golemworx.com/pub/OgreNormals1.jpg
http://www.golemworx.com/pub/OgreNormals2.jpg
Cheers,
James |
Post by Steinie // Oct 17, 2006, 3:19pm
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Steinie
Total Posts: 3667
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Gwot,
Your modeling skills are excellent. Are these actual characters you would use in your game or just your style? Now how many hours would go into a modeling job like this one? Also what was the poly count and was it fluid in TS? I for one am glad your here!
P.S.
He reminds me of my boss on a good day.... |
Post by Gwot // Oct 17, 2006, 3:44pm
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Gwot
Total Posts: 25
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Thanks Steinie! This one's just for me, something I wanted to do. I don't have a good time estimate on him though because I've picked it up and put it down again several times over the months gone by as I had time. Sometimes when you get home from work you just don't have anything left to put into personal stuff so I took it slow and didn't stress about finishing it. There's still some tweaking left to do here and there, and I'm considering smoothing out a few areas to make them stand up a little better under game lighting now that I'm at that stage.
The detail is probably more than what I'd be allowed to use in a game environment, however, I was more interested in skirting the edges of what the tech allows without wanting to abandon realtime output as an option altogether.
Total polygon count is just over 20k - mostly quads. |
Post by RichLevy // Oct 17, 2006, 5:06pm
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RichLevy
Total Posts: 1140
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Very nice job, I like the attention to detail. Is the chain mail modeled or displacement?
Very nice job.
Rich |
Post by rj0 // Oct 17, 2006, 6:09pm
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rj0
Total Posts: 167
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The skulls are a 'nice' touch, especially with keeping the poly count overall in the range of 20k. Beautiful work! Would love to see any updates you make to this. Once again, very nice!
rj |
Post by splinters // Oct 17, 2006, 9:29pm
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splinters
Total Posts: 4148
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Very impressive Gwot...I like this a lot and good to see someone in the games industry (who is probably more used to Max/Maya etc.) using the new features of tS7 in their work...:D |
Post by brianalldridge // Oct 18, 2006, 4:14am
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brianalldridge
Total Posts: 397
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Nice, we haven't seen moddling like that since the tribeast and Mech IMO |
Post by Délé // Oct 18, 2006, 4:51am
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Délé
Total Posts: 1374
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Looks great Gwot! Very inspiring. :) Mudbox eh. Yeah, that looks like a great program. I wouldn't mind getting my hands on it when it comes out. I wonder about the price range it's gonna fall into though. Probably out of mine. |
Post by Steinie // Oct 18, 2006, 6:01am
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Steinie
Total Posts: 3667
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Nice, we haven't seen moddling like that since the tribeast and Mech IMO
You forgot Turrican by Parva...
http://forums1.caligari.com/truespace/showthread.php?t=1185
: |
Post by GraySho // Oct 18, 2006, 8:23am
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GraySho
Total Posts: 695
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Excellent model! I'm going to play with the realtime features as well, will be interesting to watch what you crank out :) |
Post by MadMouse // Oct 18, 2006, 8:48am
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MadMouse
Total Posts: 1069
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Outstanding work. No... Really outstanding work :)
More updates soon please ;) |
Post by hemulin // Oct 18, 2006, 11:12am
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hemulin
Total Posts: 1058
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Would love to see this animated when tS7.5 comes out. |
Post by brianalldridge // Oct 18, 2006, 12:46pm
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brianalldridge
Total Posts: 397
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You forgot Turrican by Parva...
http://forums1.caligari.com/truespace/showthread.php?t=1185
:Oops, yeah don't forget turrican:) |
Post by parva // Oct 18, 2006, 11:15pm
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parva
Total Posts: 822
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looks great Gwot!
I wished the Player had the possibility of Displacement Mapping too. For 3ds there is a great plugin (http://fabio.policarpo.nom.br/relief/index.htm) which emboss the surface in realtime viewport. Relief mapping.pdf (http://fabio.policarpo.nom.br/docs/ReliefMapping_I3D2005.pdf)
That would bring out the details of the models much more.
btw. I think generally that modelers like Silo, Zbrush, Modo are a fantastic addition to the toolset. |
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