Beleg Cúthalion on 16/10/2009 at 12:28
Yes and no. I'm always surprised how you can change SMs by using a completely different/unusual texture or place them in an odd way. But in the end a bit of diversity cannot hurt, that's why we've already put a static mesh sharing platform online. Still, you can do a lot of stuff with e.g. new textures only, no urgent need for new models unless you want to pull off something with a very special style.
massimilianogoi on 22/10/2009 at 19:40
Textures too uniform, imo. Couldn't you make some textures "olding", like those walls on T3_GEN? They could give a soul at this texures.
massimilianogoi on 22/10/2009 at 19:44
Great work this house. Are the textures downloadable?
Judith on 22/10/2009 at 20:57
Those test meshes are painted with just one texture, with UVW mapping (not unwrapping) that's why they look so sterile. I just wanted to see whether they have good measurements in the game. They are supposed to look new, but they will have some dust and ambient occlusion effects later.
This house mesh tileset isn't ready yet so I didn't put these textures for download yet.
Beleg Cúthalion on 23/11/2009 at 11:50
Looks great and (most importantly) natural. :thumb: However, I wonder what an ambient brightness of 64 looks like. In darker areas already 14 is quite painful.
Judith on 23/11/2009 at 12:04
First thing looking weird in this setting are the normals. They look somewhat bloated. That's why I replaced normals on the ground with simple normalmapped noise, and I'm using it for all the kinds of snow I got.
And, there's big difference between bloom on and off, I'd suggest leaving it on, otherwise everything is much darker. I also have a few problems with amount of white and brightness on the vegetation. Using levels to unify the brightness/contrast of your textures and the way they react to light work fine on other meshes, but when it comes to transparent things like plants, everything is much darker than it should be. Maybe I should refrain from "Use Alpha" option and use "Alpha testing", so I can have 1-bit alpha plants with normals? I remember this was somewhat weird technique.
The general idea is to have Ambient Brightness changed by scripts, so when you enter a cave for example, it goes down to 8 and the fog disappears. I remember I did something like that with the fog, I hope I can fiddle with AB as well.
Beleg Cúthalion on 23/11/2009 at 12:08
On the other hand, I believe even during daytime the contrast between snow and e.g. bark and shrubs is quite high. Ah, nevermind. Any snowy project at the back of your head?
Judith on 23/11/2009 at 12:18
Yup, I guess I'll stick to the outdoor mission right now, since I have problems with building mansions and interiors without having a detailed plan of a building.