Alright, I'm a student and I have 6 months left for my bachelors degree in Digital Entertainment.
I've been inspired by SOCOM: U.S. Navy Seals game that was on the PlayStation 2.
I'm currently developing a map "Abandoned" from the series using 3DS Max Studios 9, and using Zbrush for quality textures.
Just few questions, can this engine handle 3D with High Res Textures Online? Also how well does the 3rd person/camera work with this engine?
Also anybody else out there that's interested in this type of a project?
thank you in advance.
SOCOM, 3rd Person, Online Only, 3D/Zbrush
yeah basically streaming high res textures, i'm third person like this:hybrid wrote:I think you have to be a little more precise with your questions. What are 'High Res Textures Online'? You mean online streamable mega textures? Or what?
Moreover which one is *the* 3rd person camera? There are several implementations for Irrlicht, which one do you use?
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The textures don't look high-res, moreover I don't see a reason why you'd need streaming in this place (lloks like only a few textures are used). So maybe check whether you really need this feature, but it would be possible to implement it (search on the forum for some threads about this topic).
3rd person cams are also available on the forum.
3rd person cams are also available on the forum.
yeah those textures are just from the game, just used that example of the 3rd person view. Okay well I got what I need thanks.hybrid wrote:The textures don't look high-res, moreover I don't see a reason why you'd need streaming in this place (lloks like only a few textures are used). So maybe check whether you really need this feature, but it would be possible to implement it (search on the forum for some threads about this topic).
3rd person cams are also available on the forum.
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HTK, I think you mean by High Res Texture, normal maps...
Those can be produced from ZBrush on a High Poly mesh (for example 1 million poly), and then baked and projected on a low resolution model (game model that are around 10K poly)
IRRlicht can support this if you use shaders.
You could check this guy site for infos about the process in creating thoses:
http://blogs.gscept.com/2008/ip6/
He has made that character in low poly (around 9300 triangles):
But in the graphic engine it's rendered like this:
The mesh look good because there is a normal map that give all that detail. The detail is created in a 3D Application like ZBrush.
Here are his screen from the high poly model: That model could have more that one million poly and is projected detail is baked in a normal map.
Those can be produced from ZBrush on a High Poly mesh (for example 1 million poly), and then baked and projected on a low resolution model (game model that are around 10K poly)
IRRlicht can support this if you use shaders.
You could check this guy site for infos about the process in creating thoses:
http://blogs.gscept.com/2008/ip6/
He has made that character in low poly (around 9300 triangles):
But in the graphic engine it's rendered like this:
The mesh look good because there is a normal map that give all that detail. The detail is created in a 3D Application like ZBrush.
Here are his screen from the high poly model: That model could have more that one million poly and is projected detail is baked in a normal map.