[WIP] Observatory
- Cryticfarm
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- Cryticfarm
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A small update.
This is what I'm shooting for for the bridge:
It is a lightbridge. It isn't fully textured yet, but the basic geometry is there.
In-game (Sapien) shots:
As you can see, I've got work to do to get the lightbridge texture in-game as well as functioning. I might create my own based off what I've seen. Anyway, enjoy.
As finals are coming up, the updates will get slower.
This is what I'm shooting for for the bridge:
It is a lightbridge. It isn't fully textured yet, but the basic geometry is there.
In-game (Sapien) shots:
As you can see, I've got work to do to get the lightbridge texture in-game as well as functioning. I might create my own based off what I've seen. Anyway, enjoy.
As finals are coming up, the updates will get slower.
- Cryticfarm
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agh my eyes hurt from look at those pictures...too much pixalization =\
anyway looks good as far as i can "see"
anyway looks good as far as i can "see"
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- Cryticfarm
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- CabooseJr
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It looks great, but the screenshots need work.
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Hopefully this will be one of the final updates for the bridge. The textures aren't final, but they can be (they are more like alpha or beta textures, they could change, but if they were to stay the same, they, along with the models will need a bit more tweeking). The energy beams' (the twin beams) shaders I'm still working on to get the full effect (probably an emphasis on alphas and bumps) along with some minor illumination/specular work.
The UVing on the ends of the bridges makes me a bit anxious because if I change the terrain, the UVs reset themselves. If anybody knows how I could UV the ends without killing the UV's everytime I change something tell me (other than separating them from the map; I'm sloppy sometimes and this will eventually lead to unfixable open edges for me).
Anyway, without further ado, here is the first in a series of final updates (hopefully):
And yes, these are rendered in-game not in Sapien. I have yet to fix the non-coplanars (I am working on this though, and hopefully this part of the update will come when I UV the ends of the bridges).
The UVing on the ends of the bridges makes me a bit anxious because if I change the terrain, the UVs reset themselves. If anybody knows how I could UV the ends without killing the UV's everytime I change something tell me (other than separating them from the map; I'm sloppy sometimes and this will eventually lead to unfixable open edges for me).
Anyway, without further ado, here is the first in a series of final updates (hopefully):
And yes, these are rendered in-game not in Sapien. I have yet to fix the non-coplanars (I am working on this though, and hopefully this part of the update will come when I UV the ends of the bridges).
- TomClancey
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I had some modeler's block. I tried to be simple with this design because I had many design ideas but they were all conflicting and some of them had things jutting out that didn't serve a purpose.
This will be for one of the ends:
The function of these are to act as illumination in game (again, I want to focus on the relevancy of object as opposed to aesthetics):
As a side note the chambers on the bottom are openings for waterfalls.
Wireframe:
This will be for one of the ends:
The function of these are to act as illumination in game (again, I want to focus on the relevancy of object as opposed to aesthetics):
As a side note the chambers on the bottom are openings for waterfalls.
Wireframe: