A better room for the demo [WIP]
Re: A better room for the demo [WIP]
wow was preatty much overdue
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Re: A better room for the demo [WIP]
Nice! Much better than the old one we had! Nice work!
It would be interesting to have a higher poly version of this with vegetation and perhaps different style of pillars (white cylinders, with copper lines?) and also other materials.
Perhaps something like this:
The hole in the center is interesting, as we could try to use particle system to mimic water dropping there.
The fog distance could be increased a little so we see the rock wall in the back.
It would be interesting to have a higher poly version of this with vegetation and perhaps different style of pillars (white cylinders, with copper lines?) and also other materials.
Perhaps something like this:
The hole in the center is interesting, as we could try to use particle system to mimic water dropping there.
The fog distance could be increased a little so we see the rock wall in the back.
Re: A better room for the demo [WIP]
Let's blow the poly budget so that none of the sw drivers can run the room demos, no?
[joke. Room improvement welcomed.]
[joke. Room improvement welcomed.]
Re: A better room for the demo [WIP]
a low and a high poly version ? one to demonstrate what irrlicht can really do and the other to demonstrate how it can run on lower end hardware
Re: A better room for the demo [WIP]
I have made new columns and a fountain in the center of the room.
Why not, but it's more work for me ^^.a low and a high poly version ? one to demonstrate what irrlicht can really do and the other to demonstrate how it can run on lower end hardware
My initial idea was to put a light well with plants that fall inside the roomThe hole in the center is interesting, as we could try to use particle system to mimic water dropping there.
Re: A better room for the demo [WIP]
looks great so far
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Re: A better room for the demo [WIP]
If you ask me, the demo also should include a terrain
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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Re: A better room for the demo [WIP]
This is an interesting concept. I really like the pillars(!)
"this is not the bottleneck you are looking for"
Re: A better room for the demo [WIP]
If we stay on this road, the new irrlicht demo will look like a Unigine demo
Re: A better room for the demo [WIP]
I wouldn't mind if it looked like that
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: A better room for the demo [WIP]
I improved the pillars. The scene has around 5000 polygons. My limit is 60000.
I already have some nice palm trees .If we stay on this road, the new irrlicht demo will look like a Unigine demo
But I don't think so ^^. Making a scene with the quality of unigine is a lot of work. However If anybody is interested by contributing (making textures, objects, the code …) for this demo he is welcome.
My initial idea was a small room, not an outside scene because it requires less work. But if you make a nice terrain maybe. I can add a door in the room and a small oasis outside. For the moment it's not my priority.If you ask me, the demo also should include a terrain
looks great so far
ThanksThis is an interesting concept. I really like the pillars(!)
Last edited by samuncle on Wed Nov 28, 2012 8:04 am, edited 1 time in total.
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Re: A better room for the demo [WIP]
Hi!
We could try to bake the high poly geometry into a low poly version so we also could show that it can display on "low end" hardware, but we should not try to keep ourselves to make assets for "low end" as it will surely give the impression that Irrlicht is only good for low end as it's not!
The way I'm modeling, is not to put any limit on my polygon limit and create what I need to the detail I need, then when the detailed version is done, create a low poly version with the required polys and project the details of my "no limit" model on it. This take a little more time than to model directly, but I gain much more control over the visual quality of the model. Using that technique also permit me to create multiple LOD.
@samuncle
You could make the room a little bigger to reflect a little bit of your reference?
Your improved columns are really great! Nice work!
Exactly what I was thinking. Irrlicht has great potential, but sometimes, it also need great content to promote it further. It's ok that the demos show technically what they can do, but to give a better impression, it's better to show "Crysis" type graphics than "Doom II" type graphics. (By the way, it my opinion, hope I don't offend anyone)a low and a high poly version ? one to demonstrate what irrlicht can really do and the other to demonstrate how it can run on lower end hardware
We could try to bake the high poly geometry into a low poly version so we also could show that it can display on "low end" hardware, but we should not try to keep ourselves to make assets for "low end" as it will surely give the impression that Irrlicht is only good for low end as it's not!
The way I'm modeling, is not to put any limit on my polygon limit and create what I need to the detail I need, then when the detailed version is done, create a low poly version with the required polys and project the details of my "no limit" model on it. This take a little more time than to model directly, but I gain much more control over the visual quality of the model. Using that technique also permit me to create multiple LOD.
@samuncle
Great idea!My initial idea was to put a light well with plants that fall inside the room
You could make the room a little bigger to reflect a little bit of your reference?
Your improved columns are really great! Nice work!
I am too busy now to prepare the next alpha version of IRB (Hope to release it for january 2013), but once it's released, I could try to load your models in ZBrush and create normal maps for the details, I would need practice anyway since I've not used it since a long time.However If anybody is interested by contributing (making textures, objects, the code …) for this demo he is welcome.
Re: A better room for the demo [WIP]
This is a great idea alround. I'm a good 3d artist and programmer plus I've now got some free time, so I'll see how I can help. Also, samuncle could you upload your work to somewhere, then we can cooperate on this to make a nice new Irrlicht example/Demo.
Re: A better room for the demo [WIP]
i just wish i had any kind of modeling skills the lack of it is actualy holding my project back big time