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Afghan City

  • michi.be
  • September 16, 2010 at 11:19 PM
  • michi.be
    • September 16, 2010 at 11:19 PM
    • #1

    I don't like to post a lot of unfinished / w.i.p work usually because all people are complaining about my stuff.

    But this is a nice project and I posted on some other forums for feedback so why not here too.

    A client asked me to do a presentation of an Afghan street for further presentations. My responsibilty is t deliver a certain amount of assets based on Leadwerks Engine 2.4. No cars or humans.

    After some more work on the city I'm coming to an end now after nearly two/three weeks of work from scratch because deadline is approaching this weekend. Made props today and placed wires over the street. Someone wrote a nice .lua script for cables so the editor got extended with this feature. Tomorrow there is some more modeling on my To-Do list plus the final Leveldesign. I would love to see the level populated with cars and people but this was (unfortunatly) not part of my task.

    [attachment=0]arab_building.jpg[/attachment]

    (Some artistic 60-70's photoshopping)

    I also had some fun with panorama images. So I just took screenshots with "print screen" key pasted into Photoshop and let "Photomerge" (it's part of Photoshop) do some work. I had to cut the result because of roundings on the merged screenshots. Thats why it's so small in height.

    Those tryouts had the background of doing very high-res screenshots suitable for print media in A1/A2 format or 10.000k pixels. I can render the buffer to a screenshots so I also get nice AA if I crop the image later.

    [Blocked Image: http://pure3d.de/Leadwerks/panorama-test.jpg]

    For just one try it's not bad so I decided to share the result plus you see the current project state.

    I'm not very pleased with the indoor light but I'm limited to only an ambient light I could use "PureLight" which supports Leadwerks to do GI maps but it would waste an heavy amount of resources.

    A nice trick to simulate dark spots is to use a light with a black color so certain spots get darker. I also got a nice .lua script which enables me to do so.

  • PhilipK
    • September 17, 2010 at 5:54 AM
    • #2

    Looks nice, especially considering the time it took to create.

    As you said yourself the thing standing out the most are the insides. Would you be able to use vertex-coloring you could paint all the corners darker and experiment with just a big simple gradient on the interiors, I think you'd gain a lot doing that. Also with a sky like that I'd use a bit more blue in the ambient lighting.

    Great job tho, seems like you focused on the right things.

  • michi.be
    • September 17, 2010 at 8:44 AM
    • #3

    I definitly will try to bake the AO into vertex.But now more ground work needs to be done!

    EDIT: Got the baby out today. Thanks for all the feedback. I tried to include as much as possible. Other tipps will be used in future projects.

    Opened a thread in the finished work section so this one can be closed or whatever. - a "merge" feature would keep the board tiny I guess.

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