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3 Dimensional Chat / Highway

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Cong
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Posted: 18th Aug 2009 17:04 Edited at: 18th Aug 2009 17:06
Its a highway i am going to do some destroyed versions and that thne i shall relase them

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Cong
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Posted: 18th Aug 2009 17:05 Edited at: 18th Aug 2009 17:06
Wireframe


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mike5424
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Posted: 18th Aug 2009 17:23
oooooooooooo, nice.

dark basic keywords: http://forum.thegamecreators.com/?m=forum_view&t=156401&b=1
my models and textures: http://forum.thegamecreators.com/?m=forum_view&t=156401&b=1
nackidno
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Location: Där solen aldrig skiner
Posted: 18th Aug 2009 17:25
Nice texture work there.

Even though this is low poly, you can easily save a few polys. You can delete the edges on the middle of the railings for example.

BMacZero
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Posted: 18th Aug 2009 18:00 Edited at: 18th Aug 2009 18:00
I agree with nackidno, the texture is awesome, there are a few unnecessary edges though:





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Cong
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Posted: 18th Aug 2009 18:00 Edited at: 18th Aug 2009 18:01
Thanks il delete them


Updated the high poly version and texture

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Cong
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Posted: 18th Aug 2009 18:02 Edited at: 18th Aug 2009 18:02
Highpoly pic 2

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zeroSlave
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Posted: 18th Aug 2009 20:58
The cracks look really neat on that last pic. Are they normal mapped?

Even though the highpoly looks awesome, I think parts of the low poly look a bit more tile ready. I would keep the front and back edges of the road straight(not bubbled) so that it can be placed next to other pieces and seem like a seamless highway. Other than that... awesome! A few more types pieces, and these could be used in a map maker for a racing game! Could even use the concrete pipe in a scene with these!

Quote: "Its a highway i am going to do some destroyed versions and that thne i shall relase them "


Would love to see the destroyed versions!

There's something in this room that makes you can't speak well.
Sid Sinister
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Posted: 18th Aug 2009 21:38
I'll say the same here as I said to you in your other thread. Don't be afraid to increase that texture resolution. It's really going to increase your quality of work. If your texture is indeed 1024x1024 already... I think I know why it's still coming out looking like it's 512x512. I'll wait for your response though.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 06/11/09)
Cong
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Posted: 18th Aug 2009 22:06 Edited at: 18th Aug 2009 22:08
Thanks for the replys


sid i use 1024*1024 for my models?
Asteric
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Posted: 18th Aug 2009 23:22
1024? Looks very low res for that size, do you use reference pics for the concrete that are too small? Try passing it through a sharpen filter.

Sid Sinister
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Posted: 19th Aug 2009 09:09 Edited at: 19th Aug 2009 09:12
Nope, I know what his problem is.

Cong, where are you getting your cement reference from? And what size are you downloading? Link me and it should help me to help you better.

It could be either one of these things, or both:

1. The reference for your 1024x1024 texture is lower than 1024x1024, and your stretching it out. NEVER stretch an image out. You'll need to use it to create a seamless texture, and tile it. This keeps the resolution and gives you the same quality only bigger.

2. Just because you find a reference of cement, doesn't mean it's the right reference for cement. Why? A lot depends on how close the camera was in taking the reference picture, and then how close the player is going to get to that texture. Your highway here would look great at 200 yards away, but once you get close, you'll see it doesn't look as great as you thought. Detail is lost the further you get from an object. Complicating things more, in the game world, detail is also lost in the texture resolution as well.

Getting into the advanced stuff: You'll need to find the middleground between how close the player is going to get (and how far), and what size resolution you can use while still suspending disbelief (other important factors are how much more resources you can spare. Ideally you want everything to be the highest res you can get it to be. This is of course limited to system specs). Have you ever noclip'd outside of a TF2 (I think TF2 does it) or Unreal III map? The textures on the objects far away are a horrible resolution. Why? You'll never get close, but from far away, it looks real.

But what if the player gets close at one point? Use LOD (level of detail). If your engine supports it, it could load in a smaller resolution file to reduce overhead if your far away, and once you start to get closer, ease into the higher level of detail resolutions.

Hope that helps. Be sure to link me to where you go the texture.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 06/11/09)
Cong
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Posted: 19th Aug 2009 12:53
becouse i just copied and pasted randomly from google i forgot which ones sorry thanks for the big great reply very much apreciated but if i can rember corretly it was quite small in res and i scaled it down to fit my model

i will redo this texture now by taking my own photos

did find one of the textures i used

http://www.skilline.com/texturs/CEMENT/7.jpg
nackidno
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Location: Där solen aldrig skiner
Posted: 19th Aug 2009 13:25
Ah, so you didn't make the textures. Pity. Nice models nevertheless.

Sid Sinister
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Posted: 19th Aug 2009 17:58
I knew it

http://cgtextures.com/

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 06/11/09)

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