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Creating props'n stuff. This device... well... does something very important. Looks good when rendered in cycles, though!

Device.png

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Well, it does look cool ingame too! Not sure if this is the very first image inside my game (and not some test scene) here on the forums, it actually might be. And one of the very first images ever outside my computer. I've been very self critical and shy about my doings, but now I'm actually a bit proud of what I have accomplished. if you have determination, proper tools and kind, capable people to learn from (and time, of course) only sky is the limit :). Year ago I was no where near the place I'm now, I think I might actually manage to create working game someday! I can't wait to be able to publish a working demo, but it is still a long way to go...

20180114011056_1.thumb.jpg.660bc6a91d0ce5a0c0601ed50f24b10e.jpg

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4 hours ago, GSFC_1 said:

core, this looks great, you should bake in an AO map 

Thanks! I had to Google what is AO map :lol:. If I understood correctly, it bakes ambient light to the texture. Sounds cool, I will look in to this in the future. But does not ambient light (in scene root) do the same thing? I had it turned off actually when taking that screenshot.

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Hi, No this is called "Ambient Occlusion". This will make a "shadow" texture where there some parts that are naturally occlude themselves. This is calculated from light coming from all direction as it was coming from the ambient light. I use often a "skylight" in 3DS Max to simulate this.

Here is a picture so you can see better what is a AO map:
comp_ao_map2.png
Some engines are using shaders to try to simulate this: SSAO (screen space ambient occlusion). I don't know if these shaders are available. If not you could bake if from your 3D modeling application.

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Ah, ok. Thanks for explaining. Very nice, but pretty advanced stuff, will look in to it at some point. I have more basic things to tackle in the meantime :)

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On 16/01/2018 at 12:43 AM, Christian Clavet said:

Hi, Core!
Seen that you use Blender.
 

Found a tutorial Youtube on how to make them.

Good work on your models they look really nice!

 

Thank you Christian, I will watch that video asap! And also thanks for your compliment, it really means a lot!

 

Edit. Watched the video now with time, very cool indeed. Currently I'm creating assets that use general materials, I don't bake anything model specific. It has it's pros and cons. Pros are that I can use one material in several models, places and I can change colors and materials on the fly, very nice and fast for prototyping at least. Cons are that I don't bake even normal maps, so for example round edges are actually round. Takes a lot of polygons, for example that device with all the switches and stuff uses about 3000 polygons. But with all the processing power we have nowdays available etc... :D  We well see how far I can go like this. I created big controlling console with lots of bells and whistles and although it is not ment to be used in many places in game, Im still a bit worried, it has 28000 polygons... 

I will start baking maps when I'm happy with models, see that they work in environment like intended and their material choices are ok.

Edited by Core

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I've been using Blender on my laptop and just now moved a bunch of models to my more powerful pc where I use Leadwerks. Included was the model of Celeste-ship. It looked so epic and massive in my current test scene where I play around and test models, so I just had to do a "flyby". Adding sun and sky made it look cooler, but otherwise pretty much made everything else wonky so please don't mind. But decided to record a video. SEV Celeste flies first time ever!

 

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I was able to try out Battlefield 1 today and I couldn't help but drool at the in-game art. The maps in the game have crisp textures and high details. It's amazing. I tried to recreate the same effect in Leadwerks and surely enough I found the sweet spot for terrain textures:

  • D5n compression,
  • high quality normal map,
  • apply smooth on normal map,
  • no mipmaps on both diffuse and normal map
  • Set the splat option on Terrain editor to "Trilinear" instead of "Flat". From my observation, Trilinear gets rid of the weird dots that get printed on the terrain texture.

Result:

8C1C2D488B63879FED36A5BD1DE9D28DC3A4D659

Lovely!

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First steps in creating real playable demolevel. Like building legos and creating new bits as I need them. FUN stuff.2018-01-26.thumb.png.68fb5a3ea127e062fc3342f42d6634a6.png

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On 1/21/2018 at 9:43 AM, Thirsty Panther said:

@ 101 craft your link doesn't work for me.

Looks interesting thou.

Strange, it does work for me in three different browsers. Sorry can't help you there Thank you!

Kill'em Dead: manual & new art.

101_ked_man_set_01.jpg

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13 hours ago, 101craft said:

Strange, it does work for me in three different browsers. Sorry can't help you there Thank you!

Kill'em Dead: manual & new art.101_ked_man_set_01.thumb.jpg.a33d41495d3cafb7ae527f1c5baa0295.jpg

Link worked here too! Cool stuff.

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I wrote a random dungeon generator.  It's pretty dumb.  Just starts from the middle and then keeps randomly picking an existing room and adding a room to it in a random direction.  What spices it up a bit is that before it starts, I lock some random areas near the middle so that rooms can't be generated there, forcing the generator to work around them.

 

Edit: I don't want to spam this thread so I'm adding some progress here.  I implemented moving from room to room based on the generated dungeon/doors.  Right now the doors are all open but in the game they would be closed until you accomplished something (usually killing all the enemies).  You can see that I generated 3 dungeons during the video (with the red room being the boss room for the dungeon).  Of course, in the game, the entire map won't be revealed to you like that from the start.  Also, all rooms are unhidden and the camera is zoomed out for easier debugging.

 

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I haven't done much game dev the last few months as life has been busy. However, we are building a new house and I get an office and I want that poster for it! So for the game tourney:

 

Zelrio.thumb.png.2d5dc819d5d4f7f98380adf1ef010b73.png

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Ok, progress is slower than I would want, but there just is not enough hours in one day. So much other stuff in my life right now, but pulling demo level together, not sure when it it will be ready to play. Still, slowly making progress.

 

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