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Newcomers DBPro Corner / realistic (life like) models possible in dbp?

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David iz cool
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Posted: 27th Sep 2005 00:14
anyone think its possible to make a game that looks photorealistic?

like real life people,cars,etc?
TDK
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Posted: 27th Sep 2005 19:59
Photorealistic graphics would require the ability to use screen resolutions far higher than current graphics cards are currently capable of.

As for models, they would require lots more polygons and much higher resolution textures - both of which require LOTS of memory and an incredibly fast CPU on the graphics card and the PC itself.

IMHO, it's on the way, but not for a few years yet...

TDK_Man

David iz cool
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Posted: 27th Sep 2005 21:07
ok,thanks
Hippie Dude
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Posted: 28th Sep 2005 00:55
There are some programs like Cartography Shop which you can put photos on to a basic shape. That might fit your definition of realistic.

Mysteries Surround You
Jake Blues
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Posted: 28th Sep 2005 02:17
It would still not come out photo realistic. The only to get photo realistic graphics is to use ray tracing, but that could not be done in real time, and even if it could, it would run EXTREMELY slow.

Deadwords
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Posted: 28th Sep 2005 03:10
Quote: "anyone think its possible to make a game that looks photorealistic?

like real life people,cars,etc?"


yea, it's possible with an awsome texture, but we will see the models' corners. it's possible with an awsome shader (runs only on high-end PC's) or it's possible with a high-poly model (extremly slow on high-end PC's or it crashes.

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The admiral
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Posted: 28th Sep 2005 03:59
The way that consoles are doing it is with shaders. Normal maps and bump maps allow for highly detailed models with low poly counts. Dbpro can do this but it would take quite a bit of work making the graphics.

The admiral
Grog Grueslayer
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Playing: Green Hell
Posted: 30th Sep 2005 03:17
You can do models like the Playstation. When the view is far away they use more primitive models... when the player zooms in it switches to more detailed models.
Peter H
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Posted: 30th Sep 2005 18:36
It's a combination of
1) Well made models
2) Well made textures
3) Well made shaders
4) Well made graphics cards
5) Well made monitors
6) Well made proccessors
7) Well made ram

so...i think as you can see it's really a large combination of factors...(none of which include DBPro)...even if you are an insanely good artist maybe the computers today can't support the detail you put into it...

or maybe you can't fully utilize the power of the computers... (which is more likely)

"We make the worst games in the universe."

blanky
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Posted: 4th Oct 2005 23:06
Normal maps are pretty cool, too.

You'll probably know that more polygons take longer to render than less polygons, and this affects your frame rate.
A normal map is a 'map' of how light reflects off a high-poly model, that can be then applied to a lower-poly model to make it look a lot like the high-poly model, whilst not taking that much longer to render than the low-poly model alone.

Only problem is they take up megabytes and megabytes of video memory, and the only suitable compression available on-card is manafacturer specific; Because it's not a normal texture, normal compression (JPEGs, etc.) produce these huge ugly artefacts upon your model.

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David iz cool
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Location: somewhere lol :P
Posted: 4th Oct 2005 23:20 Edited at: 4th Oct 2005 23:21

are there any tutorials on making normal maps anywhere?

ive never heard of them before i came to dbp.


off topic but is there a bug with set cartoon shading,set normal map.i used these commands with my xfile object (that has animation) & it turned my model into a big poly mess!

i could show a pic of it if anyone wants to see it.

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