RAD2 shell 129

Moderator: Marcello

Re: RAD2 shell 129

Postby Marcello » Fri Aug 01, 2008 1:09 am

Ok... some progress:

1. alpha probles - check
2. new waterfall textures - check
3. waterfall foam lower falls - check
4. waterfall speed all falls - check
5. enhanced Shell logo with white background - check

I'm really pleased with the logo now. Somehow I want to add this to the entrance too. Not sure how though.

Those of you working on the SoK might already have seen my killer-waterfall-texture. I analysed several waterfall images and Cyans Gira waterfall and came up with this on. It's procedural and composed in FilterForge. I can replicate it easily and make it bigger, smaller, wider, more dense, change colors, etc. It really came out well. The foam texture is much simpeler and done in FilterForge as well.

Working on:

- sorting the papyrus plants with passindex
- foam below upper falls (cyan has the foam going in all direction in a circular kinda mesh... want to emulate that)
- thinking about vegitation on the rock and around the pool
- thinking about how to add light (on pilars or something like in the city)
- thinking of looks for my benches. Maybe I will design a combination of a bench and a pot for plants.

I also hope to make the flat fountain interactive in the end. For instance start different streams by pressing buttons. Maybe these buttons should be in front of the benches. Like four benches each with one or two buttons to stop or activate a stream and three buttons for color variation. This would enable people to compose a watershow together. This is something I wanted to do in a seperate age, but what could be nice here too.

Screenies:
Screeny01.jpg
Screeny01.jpg (57.83 KiB) Viewed 3070 times


Screeny02.jpg
Screeny02.jpg (68.27 KiB) Viewed 3073 times


Screeny03.jpg
Screeny03.jpg (69.76 KiB) Viewed 3069 times


Screeny04.jpg
Screeny04.jpg (74.96 KiB) Viewed 3068 times
User avatar
Marcello
 
Posts: 374
Joined: Sun Nov 04, 2007 8:59 am
Location: Haarlem, The Netherlands

Re: RAD2 shell 129

Postby Lontahv » Fri Aug 01, 2008 2:16 am

Cool! :)
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
User avatar
Lontahv
Councilor of Artistic Direction
 
Posts: 1331
Joined: Wed Oct 03, 2007 2:09 pm

Re: RAD2 shell 129

Postby mar » Fri Aug 01, 2008 11:12 am

Amazing :P
User avatar
mar
 
Posts: 182
Joined: Sat Sep 29, 2007 8:04 am

Re: RAD2 shell 129

Postby Robert The Rebuilder » Fri Aug 01, 2008 8:04 pm

The "Wet rock" effect is so cool, Marcello! How did you do it?
Can we rebuild it? Yes, we can - here's how.

MOULagain KI# 1299

Myst Movie coming soon - spread the word!
User avatar
Robert The Rebuilder
 
Posts: 1383
Joined: Sat Sep 29, 2007 7:24 am
Location: Virginia, US

Re: RAD2 shell 129

Postby Kato » Fri Aug 01, 2008 8:15 pm

Yeah the wet rock is nice! Does it look like an actual specularity map in-engine or does it just look like a detail texture?

Either way, it looks really nice :)

Your waterfalls are looking brilliant!

-Kato
Image
(explorer card designed and created by me)
User avatar
Kato
 
Posts: 315
Joined: Fri Sep 28, 2007 8:02 pm
Location: South USA

Re: RAD2 shell 129

Postby Marcello » Sat Aug 02, 2008 2:28 am

It's just a plain texture :)

But I guess it could be turned into specularity. Maybe like this:

1. Base layer: rock
2. Stencil: letting only those parts through the should glitter
3. Envmap

I guess this could work and would show a reflection on the rock only there where the stencil lets it. Not real specularity, but I think probably the best we can do?!?

Thnx so much for all your compliments!! Doing my best :)
User avatar
Marcello
 
Posts: 374
Joined: Sun Nov 04, 2007 8:59 am
Location: Haarlem, The Netherlands

Re: RAD2 shell 129

Postby Corvus » Sat Aug 02, 2008 3:57 am

Magnificent! Image
"To regard the imagination as metaphysics is to think of it as part of life, and to think of it as part of life is to realize the extent of artifice. We live in the mind."

-Wallace Stevens-
User avatar
Corvus
 
Posts: 204
Joined: Fri Feb 15, 2008 11:21 am
Location: Germany

Re: RAD2 shell 129

Postby Nadnerb » Sat Aug 02, 2008 8:48 am

Marcello wrote:But I guess it could be turned into specularity. Maybe like this:

1. Base layer: rock
2. Stencil: letting only those parts through the should glitter
3. Envmap


Exactly! (see all the wood floors in boxage) That's how I'd do it. :)
Live KI: 34914 MOULa KI: 23247 Gehn KI: 11588 Available Ages: TunnelDemo3, BoxAge, Odema
Nadnerb
 
Posts: 1057
Joined: Fri Sep 28, 2007 8:01 pm
Location: US (Eastern Time)

Re: RAD2 shell 129

Postby Gorobay » Sat Aug 02, 2008 6:10 pm

I don't have ULM, but these pictures look great! There is one nitpicky problem with the D'ni writing on the waterfall wall ("t-sahvahn ahno"). "tsahvahn" means "eternal" but refers to living things. "tsahno" refers to nonliving things. Also, "ts" in D'ni is a single letter, and the adjective follows the noun. So if it matters for the purposes of your shell, you should change it to say "ahno tsahno".
KI: 07251794
Gorobay
 
Posts: 79
Joined: Sun Sep 30, 2007 4:41 pm

Re: RAD2 shell 129

Postby Marcello » Sun Aug 03, 2008 1:04 am

Wow Gorobay thank you for helping me out there. I do mean eternal water, so I will have to change it. I will get back to you if you don't mind to check it again, once I changed it.
User avatar
Marcello
 
Posts: 374
Joined: Sun Nov 04, 2007 8:59 am
Location: Haarlem, The Netherlands

PreviousNext

Return to Marcello's Journal

Who is online

Users browsing this forum: No registered users and 1 guest

cron