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Thread: What are you working on RIGHT NOW - T1/2 Dromed Edition

  1. #8276
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    One more example:
    This is my PBR product.


    And this is Dromed fake PBR (new loot for Darkbourg)


    It looks good, I especially like the normal map effect: dents and scratches

  2. #8277
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    That's really good looking!

  3. #8278
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Beautiful model Soul tear, very realistic!

  4. #8279
    Member
    Registered: May 2002
    Location: Texas
    Excellent Soul Tear!

  5. #8280
    Member
    Registered: May 2002
    Location: Between dreams and shadows...


    23:57 full build time, of which 22 minutes is lighting. Now I know everything is building fine still, back to the random combo lock puzzle...

  6. #8281
    Member
    Registered: May 2002
    Location: Texas
    The Watcher do your lights have large radii? In my optimization the light processing took 1:42 for 933 lights. Most of those had quad lighting selected, and most had an average radii of 20.

  7. #8282
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by john9818a View Post
    The Watcher do your lights have large radii? In my optimization the light processing took 1:42 for 933 lights. Most of those had quad lighting selected, and most had an average radii of 20.
    Baking of light in Keeper of Infinty 3: The Dark Forest takes more than two hours
    The main problem is the cross light sources that illuminate objects with shadows. I haven’t worked on level optimization yet, but I think it will take a long time anyway.

  8. #8283
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Quote Originally Posted by john9818a View Post
    The Watcher do your lights have large radii? In my optimization the light processing took 1:42 for 933 lights. Most of those had quad lighting selected, and most had an average radii of 20.
    The problem isn't radii; as with Soul Tear, it's just down to the object shadows. I have a lot of structural immovable objects that contribute to the shadows, and I can really see it when switching from none/terrain shadows to terrain+object shadows. Here's some numbers:

    Shadow type: None; Shadow Softness: Standard - lighting time = 00:00:03, overall build = 00:00:57
    Shadow type: Terrain; Shadow Softness: Standard - lighting time = 00:01:18, overall build = 00:02:14
    Shadow type: Terrain+Objects; Shadow Softness: Standard - lighting time = 00:20:53, overall build = 00:21:49
    Shadow type: Terrain+Objects; Shadow Softness: High (9-pt weighted average) - lighting time = 00:22:37, overall build = 00:23:33
    Shadow type: Terrain+Objects; Shadow Softness: Medium (9-pt weighted average) - lighting time = 01:19:01, overall build = 01:19:37

    (That "4x compute time" for medium shadows isn't kidding)

  9. #8284
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    Think of it as nostalgia. We all used to be able to actually do something during some of Dromed's processes. Now most of us can't even get up before things have finished.

  10. #8285
    Member
    Registered: May 2002
    Location: Texas
    I don't know but I can get downstairs and back up with some ice cream before the process is finished.

  11. #8286
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    I'm deep in room-brushing hell right now, and pictures of room brushes are kind plain and... wireframey. So instead, have a picture of part of a WIP cellar:



    Still needs more random junk, cobwebs, etc, but getting there.

  12. #8287
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Doesn't look bad, but the textures are a bit clean for such a dank environment, IMO.

  13. #8288
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    I imagine it will be onced-over near the end for griminess. Love the loft. I just want be able to steal some booze.

  14. #8289
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Well, it depends on the intended aesthetic. It's not necessarily too clean if it's a well-maintained cellar. Looks lovely anyway!

    I've been knocking up a little something for fun while I await the final all-clear from my testers on The Violent End of Duncan Malveine.


  15. #8290
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    That'll be a bit toasty! Really wonder what the story is behind that one?

  16. #8291
    Member
    Registered: Mar 2013
    Location: Finland
    Looks great nicked, appropriate darkness and memorable view!

  17. #8292
    Member
    Registered: Sep 2012
    First sneak peek of what I have been working on since February. It's not a sequel to Secrets of the Old City, I'm leaving that one for later. This is a new story. I'm really trying to improve on making details on this mission.


  18. #8293
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Niborius, it's a good thing you care on improving the details, those wooden columns look a bit naked, why not add a lower trim or a frame base, upper trims around the first floor would also be nice , those torches don't fit well with this Victorian dinning room, also some more decorative elements to fill the room would be nice. Other than that it's looking nice, the contrast between that red and the yellow works very well.

  19. #8294
    Member
    Registered: Sep 2012
    Hey Cardia, thanks for the feedback. I was wondering what I could do to those columns. I think your idea will work well. Funny enough I was also thinking of changing the torches, or maybe even remove them altogether because I added those ceiling lamps only much later.

    What are other decorative elements you think that would work? I often get lost in inspiration of what else I can do to a room to make it look more 'full' and alive.

  20. #8295
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    For the other elements you could add some furniture, like a side table or a buffet with dishes and food, sofas, pedestals with vases or potted plants, also some more paintings, for example the the wall on the opposite side is empty, there you can add something.

  21. #8296
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Niborius, this carafe is very heavy for performance, especially when there are several of them in one scene. It is advisable to use this with LoD (you can take any simple objects like grass, page or single-sided square with distance of 40-50).
    Besides, people don’t really like torches burning above their heads. it especially seems ridiculous, because you have two huge chandeliers. Why so much light? Perhaps if you want to make a more refined design, then you will need wall candles but not torches.

    I have not read your last post, it seems my claim about torches is no longer relevant.
    Last edited by Soul Tear; 26th May 2020 at 12:56.

  22. #8297
    Member
    Registered: Sep 2012
    Quote Originally Posted by Soul Tear View Post
    Niborius, this carafe is very heavy for performance, especially when there are several of them in one scene. It is advisable to use this with LoD (you can take any simple objects like grass, page or single-sided square with distance of 40-50).
    Besides, people don’t really like torches burning above their heads. it especially seems ridiculous, because you have two huge chandeliers. Why so much light? Perhaps if you want to make a more refined design, then you will need wall candles but not torches.

    I have not read your last post, it seems my claim about torches is no longer relevant.
    I didn't know that they were so performance heavy, thanks for the tip.

    The torches are gone now, and it looks much better.

  23. #8298
    Member
    Registered: Apr 2011
    Well, it's still all just a rough blockout, as I'm still working out what much of the interior is going to be like (to fit the story needs). But this is the castle mission I'm working on right now.

    And yes, you'll be able to climb all over all those roofs





  24. #8299
    Member
    Registered: Feb 2000
    Location: Paris, France
    That looks amazing! Great job. Looks like there is some tricky architecture.

  25. #8300
    Member
    Registered: Sep 2012
    That's amazing vfig. Good luck on the texturing and polishing part (that comes off as if I'm being sarcastic but I'm not ).

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