View Full Version : Mountain for a game reel
04 April 2006, 09:26 PM
This is somthing I was planning on fixing up and putting on my reel. I have hit a wall and need some advice on adding some gdirt and garss and some placeable meshes around this area.
I would appreciate some advice
04 April 2006, 01:55 AM
image references !!!
Suggestion: Add loads more vegetaion!
Looking good otherwise
04 April 2006, 04:01 AM
here ya go
04 April 2006, 08:20 AM
nice start, with the folige itll come along way.
i would say that the waterfall lacks the power and Beef of the ref shot, try making it wider at the bottom and maybe give it a slight two tier fall.
also there is alot of water in the shot, it would be good to fill some of it, perhaps with a near shoreline with some nice plants and rocks on it, but be carfull with the composition of the view as it is good now and you dont want to spoil that.
also, one last sugestion, you could add an alpha plane just above the water for some cool foam and ripples coming from the base of the waterfall
04 April 2006, 04:39 PM
Yeah it will look fuller with more vegitation, also maybe you could make the rocks a little sharper. Not sure if that would be done with textures or what, just might give the rock walls more variation and look better. Good luck :)
04 April 2006, 08:15 PM
i don't see any image...
04 April 2006, 03:56 AM
unless your using a bake, it bothers my co-workers and i to see game models have rendered shadows.
id recomend you get into the habit of working with ur shader incandescence at full, and no lighting. (please do not render, only screen grabs imo)
are those fog cubes?; if so i recomend you make all effect using geometry and textures.
you could use more variation then just a "texture" on your moutains. id aim for a gorgeous 256 X 64 so that the you get alot of nice variation showing sediment changes.. the texture may repeat 4-5 times horizontally, but only 1 vertically.
when you start to add foliage remeber the sorting issue alphas will have. you should try to keep the planes uncombined (instancing is fine as well), however node-overhead can get un-funny.. so be carefull with making TOO many little image planes copies.. and as always watch your poly count
i made this example in about 1.5 hours off the photo u provided, very rough (poly count a lil high texturesa bit low), and all textures are from the photograph.. i made NO attempt at the foliage, i rushed this to give you something quick and not spend alot of time.
adding a bake layer will obviously allow for the color change as the water touches the rock as well as sexlexic shadows.. but i was not even about to set that up
hope this helps you for future game asset creation (the water is animated so u can watch 2 playblasts to see the effect as it would be in game)
playblast1 (top) 1.2mb (http://www.notdice.com/jerkazoid/example/cgExample1.avi)
playblast2 (side) 950 kb (http://www.notdice.com/jerkazoid/example/cgExample2.avi)
04 April 2006, 08:18 AM
Ok so I started to make a new textur for the rock using a 256x64 map. I am working on vegataton as well.
I started this project on a mac and then moved it over and now my movie node doesn't work for my waterfall animation. I First renderd out the emmiter I was using to simulate the waterfall and then put it in aftereffects where I saved it out as an .avi with alpha channels. Then when I tried to hook it up to the movie node, no dice. What gives?
Anyway I guess I better get back to work on this. I will soon post with some green stuff and switch the lightin with respect to Jerkaziods comments on them.
Thanks for the crits.
04 April 2006, 09:06 AM
you dont need to use a movie for the water fall(it a big waste) use a unanimated texture with animated uvws, you could use two layers animated at slightly different speeds to get a good irregular look.
this is interesting keep it up.
04 April 2006, 02:20 PM
shepiro is right, the water effect i achieved shows the example of what hes speaking of
the texture i posed at the bottom is that small .png 3 bars of white wich is the main "motion" effect (under that is just a small ramp of blue to white)
they move along jittered uvs to create subtle speed and directional changes, the base is moving horizontally .. the overlay moves ofcourse down.
shrinking the overlays uvs verticly at the bottom makes the overlay speed up ,
the overlays horizontal uvw layuot is somthing like this
as the uv shrinks the texture is moving faster and stretchs
depending no how much work you put into polys and texture/size, the look can get very sophisticated
04 April 2006, 06:43 PM
jerkazoid: He will run into the problem with adding foliage to a small tilable texture sheet, when it's used on a mountain or hill the size of his. it will start getting noticably tiled. I do recommend variation to the stone too, but be very careful. If it's going to be noticeable amount of foliage, just add that with another segment of geometry layed over.
05 May 2006, 06:14 AM
Ah yes, animating uvw's. I forgot all about that. I am giving it a whril right now. Do you guys suggest using sprites to for water/rock collisions and to replace the volume fog at the bottom of the waterfall. I plan on working on this for the next couple of days pretty hard so I will be able to update every night for the next while. The more crits the better.
05 May 2006, 08:40 AM
well there ya go. learn something new everyday :D
05 May 2006, 11:34 AM
My suggestion is to settle on some sort of plattform specs. The original version you posted could be for a current/previous gen pc, the stuff Jerkazoid posted is closer to psp/ps2 specs (maybe even ds?). So... Decide on what your limits are and work from there :)
05 May 2006, 11:34 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.