Messing with the realtime viewport and some directX...

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Messing with the realtime viewport and some directX... // Work in Progress

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Post by Gwot // Oct 17, 2006, 2:17pm

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

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

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

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

rj0
Total Posts: 167
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

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

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

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

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

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

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

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

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

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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