DataRun Project
#161
Posted 10 December 2008 - 11:42 PM
thanks
#163
Posted 14 December 2008 - 09:02 PM
#164
Posted 15 December 2008 - 01:58 AM
The stairs and buildings are meant to be modular. I think it will work out pretty well. I think I want on more of a scene next. With an alleyway ect.
Also, they have inside walls.
Edited by LegionofPhoenix, 15 December 2008 - 02:00 AM.
#165
Posted 16 December 2008 - 11:50 PM
Edited by Carter, 16 December 2008 - 11:54 PM.
#166
Posted 17 December 2008 - 12:07 AM
#167
Posted 17 December 2008 - 01:29 AM
Can we get some stonework done, do you reckon?
#168
Posted 17 December 2008 - 01:56 AM
It's looking a reasonable start. For floor based textures, I'd probably aim for maps in the region of 1024x1024 or 2048x2048. We can also mix that up a bit by using maps of various size over-layed to prevent visible tiling.
Can we get some stonework done, do you reckon?
Lo there,
All the maps are 2048 squared at the mo - I'm thinking they look awful as i used the vista snipper to save the preview as jpegs
What kind of stonework do you want?
Is it alright if i email you some of the ones i've done to you? Just so you can properly assess the quality of them
#169
Posted 17 December 2008 - 12:29 PM
I'll get back to you on exactly what kind of stonework - but ideally it'd be useful for some parts of the Dead City (plaster, cobbles, brick), and definitely the Center World (marble, stone, clean plaster).
Feel free to mail me anything, or upload to subversion
#170
Posted 18 December 2008 - 06:36 AM
#171
Posted 18 December 2008 - 10:22 AM
The worn asphalt texture is pretty good. The Asphalt part of it might benefit from having the colour smoothed out and blended a bit (since the normals and specular should contain the rough texture, but generally, it's fine.
No qualms with the grass textures, they should work well with one another.
The corrugated iron needs some work to fix up the visible tiling within the texture. This'll probably need doing by hand, and might take some time to do. Those visible lines horizontally across the texture want to go - just like they are in the bottom left. The vertical parts could do with a bit more randomisation, which should be easy with a bit of tweaking.
The breezeblock texure suffers from the same thing, albeit mostly vertically instead. The clean texture could do with this little bit of cleaning. As for the non-clean texture - don't do it! The darkened (or a dirtied) area can instead be applied much more effectively using materials; using a mask to blend two materials, or to artificially darken the relative area. The same textures for dirtying can thus be reused in different places, and the clean texture can be used to represent both clean and unclean - saving a lot of texture memory at the expense of a little processing - and it looks better. We'll need all the texture memory we can get, because of the video we'd have locked in memory too.
Hope it helps! Great work so far
Edited by ambershee, 18 December 2008 - 10:23 AM.
#172
Posted 18 December 2008 - 11:11 AM
Your right about the visible tiling in the breezeblock and corrugated iron textures i'll try and make them a little more random looking as for the dirty breezeblock it seemed a little conservative when i did it I'll try and completely grunge up the dirty one - make it worthwhile
#173
Posted 19 December 2008 - 04:31 AM
I'm working on unwrapping my models so we can try out some building textures for those as well. I just got a job while I'm home over winter break so progress on modeling more pieces will be a little slow for the next week or so :(
Edited by kinjutsu, 19 December 2008 - 04:32 AM.
#174
Posted 21 December 2008 - 05:52 PM
marry x-mas to all
shee, just catch me on the msn
Edited by MichaelF, 21 December 2008 - 06:18 PM.
#175
Posted 21 December 2008 - 07:31 PM
Edited by LegionofPhoenix, 21 December 2008 - 07:33 PM.
#176
Posted 21 December 2008 - 07:32 PM
#177
Posted 21 December 2008 - 08:58 PM
How tall are your doors and walls then?
128 x 96 I think? for doors. The walls will be varied in 256 increments.
#178
Posted 21 December 2008 - 11:08 PM
#179
Posted 22 December 2008 - 01:55 AM
LegionofPhoenix :
good spacing for the models for the player it about right.
MichaelF:
looks good. Just need close up objects to buildings.
#180
Posted 11 January 2009 - 05:12 PM
I've attached the shiny new DataRun puzzle document. It's far from complete, but it does house three examples of what we can do.
dr_puzzles.rtf 2.93MB 58 downloads
There's also the music for the Dead City, available here, thanks to our resident composer, Gareth;
http://www.box.net/shared/jelbdb69ug
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