My very first post, so first of all, greetings and salutations polycounters!
Im currently working on enviroments for an indie tank game thats yet unnamed. So im going to post all the work on enviroments to the game in this thread, and the others might post a few things here aswell when things start rolling.
For other stuff thats beeing, or has been made for the game, check these links:
http://boards.polycount.net/showthread.php?t=67824http://boards.polycount.net/showthread.php?t=67282
(list will be updated as we go)
I do only have 1 yeah worth of experience in 3D, so i still got a very long way to go. So for that reason you are so very much welcome to crit anything in this post, so i can leech all off your wisdome:).
But enough with the autobiography, so done with all the text, and lets cut to the chase. Heres is my first shot at enviroments for our indie game:
Replies
:P
thx for the reply! I will look into the wall plaster, add some stains and cracks etc. Regarding the top windows, they dont have anything like curtains. The upper floor is suposed to be full of krauts shooting panzershrecks at you, so thats the reason theres nothing there. The thing you might see as a curtain is the wallpaper :P. However, i did some shutters for the windows, so its closed off when theres no one shooting at you from the windows. Will post it later together with some other stuff i got in the works
it is set during a war after all, and all the soot and dirt from the smoke and explosions, fires and the vehicles does accumulate.
But exterior detail is looking a great deal better now
http://www.battlebus.fr/staff/photos/carentan.jpg
http://izismile.com/img/img2/20090903/normandy_49.jpg
btw, heres something to put in the way of bbob's tanks !
AH! My plan is foiled.. Must, recruit, engineers... arrrgh!
Gonna texture it after the char is finished..
Anglais-Bocage (village CP close to allied base)
Saint-Mere-Allemand (village CP close to german base)
Nullepartville (third village CP)
You would have to create less textures for damage, and would save massively on texture memory - meaning of course you could add more textures, or higher res textures to the things that need it (the tanks!).
Would also allow you to have separate surface types for things like stone, plaster, wood glass etc.
Unless of course you are using an engine that wants a single texture per mesh and won't function without it.
In which case I would think about using a different engine!
The other thing with tiling textures is less work in the long run. If you look at the textures used already they are tiling them anyway (the roof sticks out the most) but ust in photoshop, so not really taking advantage of using such a big texture page.
Expect some tests popping up in this space over the weekend.