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Posted: Sat Aug 30, 2008 6:11 pm
by dlangdev
I'm making another version of that, adding more beef into it which will be an LOD higher than that.

Setting up the LOD is __very__ hard, tho.

I read somewhere there should be at least 10 to 15 LOD levels to eliminate popping.

Image

Posted: Sun Aug 31, 2008 4:15 am
by lostclimategames
or you could figure out how to measure at what point your replacement stops looking worse than your full detail, and only change it at that distance.

Posted: Sun Aug 31, 2008 2:10 pm
by Mel
With regard to what lostclimategames said You could perhaps try to see how tall or wide a mesh is in screen space (That is, the amount of pixels it has in the greatest side of the rectangle that contains the rendered image of the object), and when the mesh height or width is below that limit, you can switch to a lower level of detail because it is far/small enough for you to render it into a more complex way.

Posted: Mon Sep 01, 2008 1:49 am
by Halifax
Umm, guys, obviously I was talking about the model previous to the city model. Of course I can tell those are just planes with textures on them.

Posted: Mon Sep 01, 2008 6:31 pm
by Halifax
Hey Dlangdev, could you also give some insight into how you textured that level with all the archways? Since there is a lot of repition, did you use a texture for each repeat, or are they all in one texture? I'm just curious since I'm trying to get back into modelling.

Posted: Mon Sep 01, 2008 10:02 pm
by dlangdev
Halifax: One texture was used for all arches that have two tones, another texture was used for one color only. The lightmap was applied as the second texture.

For normal mapping, the lightmap was replaced with a normal map, and a light node was used to interact with the normalmap.

Posted: Mon Sep 01, 2008 10:04 pm
by dlangdev
Image

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Posted: Tue Sep 02, 2008 2:54 pm
by dlangdev
Image

Posted: Wed Sep 03, 2008 8:19 am
by dlangdev
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Posted: Thu Sep 04, 2008 3:56 pm
by sudi
Here is some of my latest shader work with irrlicht.

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Posted: Thu Sep 04, 2008 6:29 pm
by dlangdev
color + ambient + lightmap w/ GI

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color + ambient + lightmap w/o GI
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Posted: Thu Sep 04, 2008 6:30 pm
by dlangdev
color + ambient

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Posted: Thu Sep 04, 2008 7:49 pm
by aanderse
where'd you get those textures, they're pretty awesome.

Posted: Thu Sep 04, 2008 8:03 pm
by dlangdev
Thanks, I got them from Google images. I use them for educational purposes only.

Posted: Thu Sep 04, 2008 8:22 pm
by sudi
Hey dlangdev what are u actually trying to achieve with those imges?