TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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CoreDumped
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Post by CoreDumped »

very nice! model looks amazing.

BTW, don't u think a dark texture like that hides the small details ?

looks beautiful tough
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Xavyiy
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Post by Xavyiy »

yapdakilla wrote:Hi Virion. For racing games like need for speed its normal to have cars in access of 10,000 polygons.

Anyways heres an update on the craft textures. Will be exporting it to ogre and working on the level soon.
Amazing model!!!!!!!!!
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lf3thn4d
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Post by lf3thn4d »

Hey guys. I'm the programmer for this project. Here's an update for something finally Ogre. About time we see some next gen graphics in ogre eh? :-P Done using Shader Model 2.0 still pretty primitive shader. I'm planning to add support for maximum of 3 lighting.

Anyways, Enjoy:
Image

This is rendered with GeForce 6600 GT. Textures are all compressed with dds compression. Normal map is compressed using DXT5nm. Total sum of 4 textures.
Diffuse (DXT1), Specular (DXT1), Illumination + Alpha (DXT5), Normal (DXT5nm)

Cheers. :)
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CaseyB
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Post by CaseyB »

HOLY CRAP!! That's PRETTY!!!
Image
Image
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Virion
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Post by Virion »

whoaaa *stunned*
kcbanner
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Post by kcbanner »

What, no programmer art! Things tend to look good when an artist touches them :P
alter_ego
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Post by alter_ego »

pretty cool, but where does the driver go?
Eternity is a long time. Especially towards the end.
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lf3thn4d
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Post by lf3thn4d »

Update:
:D Now with 3 lights implemented.

Image

I had no choice but to use Shader Model 2.x or i would not have enough instruction for illumination. Guess I'll need to have a 2 light fall back for 2.0 shader.

Enjoy.

alter_ego: I suppose this update answers your question? :-P
Last edited by lf3thn4d on Thu Dec 06, 2007 7:32 pm, edited 1 time in total.
dodongoxp
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Post by dodongoxp »

pretty cool, but where does the driver go?
maybe inside hehehe :D
Cheers!! :D
David Segovia
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andreu_as
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Post by andreu_as »

Really fantastic!! :shock:
I hope the enviro be equal than the main model!!
I can't wait to see more!!
Serrux
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Post by Serrux »

That model looks gorgeous, I look forward to seeing the rest of this project : )
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yapdakilla
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Post by yapdakilla »

Hi guys, heres a small update on the track. still very early work in progress though.

p/s: 1500x750 images attached might take awhile to load.

Image

Image

Image
Jaiza
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Post by Jaiza »

wow this is really looking awsome! well done.

How many artists are working on it? just the one?
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Jallen
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Post by Jallen »

Thats some pro art there.
Can i ask what modelling program you use?
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Ruud v A
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Post by Ruud v A »

Man, that looks awesome. Which program do you use to generate the low poly model and normal maps? Or did you do that yourself?
I see you used MaPZone for the moist texture (or am I wrong?)
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huydotnet
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Post by huydotnet »

cool! i'm waiting for the first game release :D
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yapdakilla
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Post by yapdakilla »

Hi guys,

We only have one artist for this project and we use blender as our modelling package and the normal maps were generated using crazybump and as for the moist texture its just a single specularity map.
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Jallen
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Post by Jallen »

That crazybump thing looks awesome. I have blender but i never really got round to using it. I much prefer coding to modelling but it would be awesome to be able to make my own art and not have to get a team.
So you have to pay for that crazybump thing to use it for your distributeable game?
freegamerblog
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Post by freegamerblog »

Absolutely amazing work thus far.

However you forgot to mention what "type" of project this is - commercial, shareware, freeware, or open source? (This is very interesting to many viewers.)
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yapdakilla
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Post by yapdakilla »

freegamerblog: well we intend to complete this project for commercial release :)

jallen: yes you have to pay for crazybump.

another update on one of the props designed for the game.
Image
Image
Gillian_Seed
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Post by Gillian_Seed »

Your graphics are very cool, and I would like to do something cool with Ogre, too.


I have two little questions about the use of Blender with Ogre :

- what is the exporter you use to get your graphics from Blender to Ogre ?

- is it easy to integrate your Blender scenes into Ogre (cameras, lights, 3D models, textures, etc...) ?


Thanks for your answers, and keep up the good work !
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lf3thn4d
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Post by lf3thn4d »

Hi, thanks for the comment. :-)

We use only the mesh export part of the ogre's blender mesh exporter. For textures and materials, we custom made them. We figured this makes it alot easier and allows us to templatize the materials; e.g. integrated shadow, normal maps, glow, etc.

As for scenes, we are using the dot scene exporter to export blender's scene into ogre's dot scene format.

In terms of how resource is loaded up is pretty custom. We have fixed rules on how we categorize the media files which mostly resembles the Quake method of resource loading. This fits very well with ogre's resource manager. I believe it's resource group system was written with Quake style in mind. ;-)
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yapdakilla
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Post by yapdakilla »

some of the building architecture style update

Image

Image
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Daerst
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Post by Daerst »

What did you do to the stairs? XD

Looks great all in all, but I'd change something around the bottom part of the 2nd building... Stair texture... And the door thing looks flat and cheap somehow (you set some high standards before... :D)
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yapdakilla
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Post by yapdakilla »

Hi Daerst thanks for the crits n comments.Did a minor update on the stairs textures and as for the doors I dont think i'd be able to up the polycount too much tho :( just depending on the normal maps to add depth to really simple poly shapes.

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