I thought I'd show off a track I made for a game I'm making called KartSim. These shots are about a year old since I've been programming the physics for it, but I'm about to get back into the art side of things so thought I'd get you guys to critique it. The shaders have all been written by myself and another guy working on it as well. All the art was made using 3dsmax, Photoshop and Crazybump and this is real time running at 1440*900, 4xAA, 16xAF at around 90fps on a 8700mGT. Let me know what you think.
Edit: Here are some more shots I've found from about a year ago.
really nice lighting, would be really nice to get some grass planes around some of the props co they look a little stuck on atm, but thats about it for crits, top notch
been watching that project before when I was digging info on the Ogre engine and some other games made with it.
It would be nice to see some new screenshots
The first screen fooled me, thought it was a photo for a second.
same i was thinking it must be his reference picture.
only thing i can see wrong is the strange lighting on the bit that hangs down under the bridgestone advert. it looks like the back of the model is getting the front on the models lighting.
Really nice stuff. Does the engine have some sort of real time radiosity because the white tyres amongst many things look like they have colour bleed from the green grass and green umbrella? Really adds to the realism.
Thanks for the comments guys! Yes its all real time and in game.
@renderhjs - I'll have some more screens in the next couple of months. There is only 2 of us hence the delay. I've been working flat out on writing all the physics from scratch with the other guy working on the multiplayer and game side of things. We just spent last week recording a lot of mocap for the marshalls and drivers so I'll try and get some of that in here.
@tadpole3159 - Yeah they are artifacts from the vertex lighting that I still need to cleanup. Sometimes I get some really strange light bounces when calculating the radiosity. I'm still trying to find a Max 2008 compatible version of vc tools which has a pretty good blur script.
@frubes - It's a combination of the hemispherical lighting I'm calculating in the shader and the radiosity I baked into the vertices in Max. I'm about to start integrating real time ambient occlusion and global illumination for the higher spec settings which should look even better. We also have self shadowing to add as well.
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It would be nice to see some new screenshots
only thing i can see wrong is the strange lighting on the bit that hangs down under the bridgestone advert. it looks like the back of the model is getting the front on the models lighting.
Awesome work man, really awesome.
@renderhjs - I'll have some more screens in the next couple of months. There is only 2 of us hence the delay. I've been working flat out on writing all the physics from scratch with the other guy working on the multiplayer and game side of things. We just spent last week recording a lot of mocap for the marshalls and drivers so I'll try and get some of that in here.
@tadpole3159 - Yeah they are artifacts from the vertex lighting that I still need to cleanup. Sometimes I get some really strange light bounces when calculating the radiosity. I'm still trying to find a Max 2008 compatible version of vc tools which has a pretty good blur script.
@frubes - It's a combination of the hemispherical lighting I'm calculating in the shader and the radiosity I baked into the vertices in Max. I'm about to start integrating real time ambient occlusion and global illumination for the higher spec settings which should look even better. We also have self shadowing to add as well.