Defrag Posted April 23, 2007 Report Share Posted April 23, 2007 I'm just about to finish my computer games technology honours project. I've created a deferred shading renderer and a multi-pass forward shading renderer with the intention of comparing and contrasting. It's not a hugely complicated project with huge balls, but it has various common features such as normal mapping, spec mapping, shadow mapping, (shitty)HDR, fogging etc. Anyway, one of the final things I have to do is render a few scenes that approximate conditions in games. E.g. large scenes with terrain and few light sources, interior scenes with some small meshes and lots of light sources. I've not had time to create a load of art for it (the art is not a graded part of the project so my time was better spent implementing more features, writing better code & shaders etc.), so I've mainly just re-used meshes from the DirectX and NVIDIA SDKs. However, I think most people are fed up of seeing the same meshes a million different times, so this is where you chaps come in. So, I'd appreciate it if anyone were to 'loan' me a few of their models or 3d scenes. This could be anything. Terrain models, skybox textures, vehicle models, player models. Normal & spec maps would be nice (I support tangent space normal mapping) but they're not required. The more the merrier. Polycounts should be reasonable, but they can be higher fidelity than you'd find in most games as, with deferred shading, only one geometry pass is ever made. As long as I can get them into max and re-export them in my preferred format, I'd be happy to accept anything. If I use your meshes, you will of course be credited in the writeup, and if I send this project as part of any job applications, I will make sure your name & email address are visible in the credits. I'd really need stuff to be sent to me by the end of the month (just drop a message here or send me a pm/email if you're interested ) Cheers! Quote Link to comment Share on other sites More sharing options...
OL Posted April 23, 2007 Report Share Posted April 23, 2007 I have a bunch of random props sitting around, but they're untextured. Want? Quote Link to comment Share on other sites More sharing options...
Defrag Posted April 23, 2007 Author Report Share Posted April 23, 2007 Thanks but I need stuff I can just drop in, so it really has to be textured Quote Link to comment Share on other sites More sharing options...
nooba Posted April 23, 2007 Report Share Posted April 23, 2007 How about this when I've finished it? http://quickimg.com/uploads/d36d9354075 ... 16dc2e.jpg Quote Link to comment Share on other sites More sharing options...
R_Yell Posted April 23, 2007 Report Share Posted April 23, 2007 Maybe this section of Grand Canyon? Mesh: around half million triangles Normal and diffuse: 4096x4096 I could lower down mesh or textures resolution. Quote Link to comment Share on other sites More sharing options...
Meotwister Posted April 23, 2007 Report Share Posted April 23, 2007 what kind of interior stuff? Quote Link to comment Share on other sites More sharing options...
Defrag Posted April 23, 2007 Author Report Share Posted April 23, 2007 nooba: Definitely R_Yell: That'd be perfect! Meotwister: Anything, really. I'll sort through the stuff I receive and try to group it into scenes (assuming I get enough). I'm not going to ask anyone to work like a demon to make stuff for me, it's more along the lines of "do you have any spare stuff kicking about that might be suitable" What did you have in mind? Quote Link to comment Share on other sites More sharing options...
Spellbinder Posted April 23, 2007 Report Share Posted April 23, 2007 I made a chair once, you can have it. Quote Link to comment Share on other sites More sharing options...
Defrag Posted April 23, 2007 Author Report Share Posted April 23, 2007 Looks good, but it doesn't look like it's ready to just drop into a game (needs to be lower poly & textured rather than just using materials in a 3d package) Quote Link to comment Share on other sites More sharing options...
R_Yell Posted April 23, 2007 Report Share Posted April 23, 2007 Great then, so do I send you the scene as is now? BTW .obj format is okay for you? Its native format is XSI. Quote Link to comment Share on other sites More sharing options...
Defrag Posted April 23, 2007 Author Report Share Posted April 23, 2007 .obj would be fine. You can either upload and send me a link, or send it to (I think gmail allows big file sizes). Thanks a lot Quote Link to comment Share on other sites More sharing options...
Section_Ei8ht Posted April 24, 2007 Report Share Posted April 24, 2007 I don't have any models to offer, but I'm curious about the project. I'm assuming you used DirectX and managed C++? Any possibility of open sourcing your code? Quote Link to comment Share on other sites More sharing options...
Defrag Posted April 24, 2007 Author Report Share Posted April 24, 2007 It's C++ & D3D and yes, I will release the code soon if anyone wants it I'll have to rejig a few things as currently it needs a shader model 3.0 card and depth stencil surfaces (NVIDIA only) for the shadow maps. I can replace the depth stencil stuff to make it work on ATI cards, but it will need shader model 3.0 regardless Quote Link to comment Share on other sites More sharing options...
Wunderboy Posted April 24, 2007 Report Share Posted April 24, 2007 Any use? Second one isn't quite finished texture wise but they've both got diffuse + normal maps. No specular though. Quote Link to comment Share on other sites More sharing options...
Defrag Posted April 24, 2007 Author Report Share Posted April 24, 2007 Absolutely. Especially the U-boat. Nice models Quote Link to comment Share on other sites More sharing options...
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