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Posted: Sun Dec 07, 2008 5:15 pm
by fmx
looking quite impressive...

although I still dont understand why you're remodelling the scene to "get closer to the target texture quality"
(not that I really care to know, but its still baffling trying to figure out why you couldn't just use the old model, besides the fact that it looked a little low-poly)

:)

Posted: Mon Dec 08, 2008 8:23 am
by dlangdev
fmx: Sorry bout that, the previous scene doesn't do much in helping me get the quality I want. But these ones will...

I also noticed the default phong doesn't cut it. So yeah, I will have to write a shader that will replace the default phong.

Image

Image

Posted: Mon Dec 08, 2008 8:43 am
by Virion
looking good. 8)

Posted: Mon Dec 08, 2008 8:01 pm
by dlangdev
Thanks, I would like to get SSAO running soon, though. right now, I'm still working on getting the sphere sampling going. So, I'm stuck with texture based AO at the moment.

Another AO I would like to experiment with is the one sample published from the nVidia website. It does RTT but no SSAO.

Posted: Mon Dec 22, 2008 4:02 pm
by jingquan
Wow thats some gorgous modelling, looks like you won't need SSAO for that map alone since baking ao already yields quite a bit of realism. Too bad I can't try for myself because I'm stuck lightmapping maps with gile[s] because cinema4d don't have a lightmapper (and lazy to learn blender). http://pixelpretation.com/?p=212

I think this might be the SSAO you're looking for: http://www.gamedev.net/community/forums ... 1&#3192977

Gonna experiment with that code.