Thanks Petr, I agree. But sometimes impossible. We will see how it turns out. About the textures. How important are the bottoms? Are they visible?Originally Posted by Psch
Hi,
I am not in the graphic team, but in coding yes, so here are few hints from technical point of view.
This topic will concentrate the general rules for modeling hovercraft for our game.
Facecount1000-2000
TexturesYes, mandatory. Not bigger than 512x512
General advices for modeling:
- if you use quads, make sure they have all points in one plane, "bended" quad causes geometry and texturing flicker, which visually differs on each graphic card.
- make models with +/- same size. In real races there are no competitions where bus races with VW Bettle ( ! to avoid communication problem, we are making game about hovercraft, no cars, no ships, no bikes, no airplanes, no shuttles )
- use one and only one texture per model. This is good for performance ( large chunk with one texture draws faster than small chunks with different one ). It also allows easier skinning of models.
- make sure textures do not look stretched
- keep one "style" ( but this will be easier to decide once we have story / setting )
Petr
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Thanks Petr, I agree. But sometimes impossible. We will see how it turns out. About the textures. How important are the bottoms? Are they visible?Originally Posted by Psch
Nice tech tips Petr for modeling.
I would say to make it look good from all sides Mike, in case of jumps and or cool crash sequences where we could see all sides of a vehicle.
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Yes Kent, didn't thought about jumps.
Hi Kent,
good point with the crashes, I wrote following and did not see your reply:
I think bottoms will not be visible for the most time, but we cannot ignore them completely.
My idea is to make them textured in more lazy way - mask it with particles OR make them dark like cars have usually.
I would like to have motion blur for this game as well, I worked whole summer on this effect, Journal #2 will say more.
You can imagine motion blur also helps us to hide some details
The visibility of bottom part also depends if we will allow hovercraft to make "frog jump" over oponnent.
In case the game will be first person, the bottom would be visible. In case it will be 3rd person, it would not be too much.
In my opinion, first person view brings more immersion. But I am going offtopic now so I stop here.
Petr
P.S. Going to post ( mail building ) right now, will be back ASAP.
Learn 3D graphics with ThinBASIC, learn TBGL!
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The vessels, should they have replaceable parts? Like different engines, Fronts, wings?
Which dimensions should the vessels have? I would say :
Max width: 16 units
Max height: 8 units
Max length: 40 units
Model center: 0,0,0
Hi Mike,
how does unit relate to SI meter? Do you mean Blender units, TBGL units ( which I take as 1 unit = 1 meter to simplify things )?
Ship tuning sounds very, very tasty. But also need different approach in modeling, lets see what modelers think. From game code point of view it means no problem, hovercraft body could be simply parent for all other ( engine ) entities.
I think lot of people enjoy customization of look.
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
1 Unit = 1 Meter. I think that this should be ok. Then 1 Unit = 1 TBGL unit.
short reply, I am now offline
good hints to the technical side of the objects, texture aspects... that's what I need... and there will be more question about it, I am thinking, sometimes I have problems with texture mapping, sometimes it does function everything ok... - but more come later, I am sure...
I mean after building new hovercrafts objects and texture it
that's really important for me..Max width: 16 units
Max height: 8 units
Max length: 40 units
Model center: 0,0,0
1 Unit = 1 Meter. I think that this should be ok. Then 1 Unit = 1 TBGL unit.
good thread/board here, thanks petr and mike for pushing it...
ciao, Lionheart, week-end
you can't always get what you want, but if you try sometimes you might find, you get what you need
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