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Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Wed Jul 27, 2011 2:57 am
by wing64
@stefbuet: nice shot, good job.
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Wed Jul 27, 2011 5:56 am
by Brainsaw
I have added a cockpit to the planes and helicopters in my IrrOdeCar demo:
Doesn't look that good, but it was really easy to create a GUI that renders to texture (btw: the artificial horizon uses a second scene manager that renders to a texture that is used in the GUI that renders to a texture
).
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Thu Aug 04, 2011 9:34 am
by Mel
A new record achieved? 17 highly detailed characters with shader skinning
Each character (and the visible shadows) have 15000 triangles, around 250000 skinned triangles per frame, and the performance is 52 fps, the curious thing is that if i see this scene from other positions, it only reaches 42 fps. I wish i knew how to avoid the performance fall...
edit: The board crops a part of the image, right click on the image and select "view image"
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Thu Aug 04, 2011 10:13 am
by RdR
Added a new tank model for the game.
To bad I still not get the normal maps working correctly
Should look like this:
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Thu Aug 04, 2011 10:21 am
by Brainsaw
I have added a camera that can be rotated around (or inside) the planes or helicopters in my IrrOdeCar demo:
On the second screenshot you can see the rendered texture for the cockpit using the Irrlicht GUI system:
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Sun Aug 14, 2011 8:06 pm
by hendu
Thou shalt cel-shade.
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Sun Aug 14, 2011 8:09 pm
by Radikalizm
That looks pretty sweet, the scene looks just like a painting, I like it
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Sun Aug 14, 2011 8:19 pm
by serengeor
Looks nice indeed
btw, what does "Thou shalt" mean?
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Sun Aug 14, 2011 8:44 pm
by Radikalizm
serengeor wrote:Looks nice indeed
btw, what does "Thou shalt" mean?
It's archaic english for "You will" or "You shall"
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Sun Aug 14, 2011 9:18 pm
by serengeor
Radikalizm wrote:serengeor wrote:Looks nice indeed
btw, what does "Thou shalt" mean?
It's archaic english for "You will" or "You shall"
I see, thanks
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Mon Aug 15, 2011 1:28 am
by HerrAlmanack
hendu wrote:Thou shalt cel-shade.
I'm no artist and my taste might not be pro. but that looks beautiful. Makes me feel like playing a deep RPG or something
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Mon Aug 15, 2011 10:42 pm
by fmx
@hendu
That is one impressive render
I love the lighting and how the celshaded effect doesn't altogether eliminate the details.
Maybe you should add in some bloom (or more specifically, HDR-tonemapping) to really bring out the contrast
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Tue Aug 16, 2011 7:53 am
by Radikalizm
fmx wrote:@hendu
That is one impressive render
I love the lighting and how the celshaded effect doesn't altogether eliminate the details.
Maybe you should add in some bloom (or more specifically, HDR-tonemapping) to really bring out the contrast
Personally I wouldn't do bloom since I don't think it would go together nicely with the cel-shading (although tonemapping should be ok)
The image does look rather desaturated right now, everything is close to a greyish color, maybe this was done on purpose (and if so, ignore this post) but I think it would look better if the colors were to stand out some more
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Thu Sep 22, 2011 10:15 pm
by ultramedia
hendu wrote:Thou shalt cel-shade.
Nice
As in, nice image AND nice to see some NON programmer art in irrlicht...
Re: Post Your Irrlicht Screenshots / Render Here.
Posted: Fri Oct 14, 2011 5:09 pm
by hendu
Playing with gpu-generated terrain, terrain texture splatting, and some detail rubble.