View Full Version : Real Time enviroment-woot
poly_cube
December 24th, 2003, 01:15 AM
well our trip to rock star to load our levels into the game engine was a bust- the engine crashed while loading the maps like no mercy.
anyways this is my latest work -only using less than 40 maps- only a handful of 512 maps (the majority of them are 256- the higher the building the lower the map size)
although I'm having some sorting issues with maya ability to sort objects. Such as –alpha channel textures that show the background or to much of the object/cuts it off.
cheers
http://www.caffeineartist.com/drawings/3D_models_pic/
Erik
December 24th, 2003, 01:29 AM
I wouldnt call this spam!
Great levels, nice use of godrays and lighting.
The alpha sorting in Maya basically sucks... Can't help you there :-/
Could you post wires of some environments?
Erik
poly_cube
December 25th, 2003, 05:57 PM
I wonder if 3d Studio max would be better for alpha maps/sorting. well something to give a stab at later.
I'll post some wires pretty soon though and a updated textures on the interior shot woooh.
uno
December 26th, 2003, 08:34 AM
one thing i noticed was that your objects dont have shadows. Some things look like they are floating. Textures are pretty good. Overall not a bad environment.
mephisto
January 13th, 2004, 04:24 PM
yea dude, maya sucks at alphas. At my old game job no one knew how to get maya to sort that crap right, and theyve been using it for years. If you get it in an engine that supports alpha it should work though. Nice work, reminded me of the new castlevania.
One Who is Artist
February 4th, 2004, 08:30 AM
It seems as though you had pre-set lights already in the environments. Did you export them into the engine, and also what was the file format you were using for the alpha maps. Game engines can be very delicate when it comes to that sort of thing and in most cases the engine itself should have proporties for lights anyway. For the question about shadows, real-time shadows are a pain in the assmonkey to get into an engine, in some cases the graphics card can't even handle them if they are fixed function or a level 1 shader. I don't know anything about the engine you were trying to impliment the environment in but I can tell you that just because you make something in Maya or Max doesn't mean it will carry over to a real time game engine, but I'm sure you already knew that. Other than that your stuff looked pretty good, I'd love to see more.
poly_cube
February 6th, 2004, 11:03 PM
the alpha maps were tiff files
and I use the vertex lighting pre-set in maya for the city. I tweaked it a bit though and the only fully painted (light version that is) was the interior shot. More stuff on the way just gota polish it more n more.
Thanks for the comments guys !
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