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The WIP Screenshot Thread!

Discussion in 'Content Releases' started by Juggalo Kyle, Feb 7, 2008.

  1. Mclogenog

    Mclogenog I put the lol in philology

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    [SCREENSHOT]http://farm6.static.flickr.com/5298/5538813881_3c7895d652_b.jpg[/SCREENSHOT]
    Something I've been playing with for a day or so in UDK (hurray for spring break).
    The wall texture and the copper trim are both textures I made (also the other day).
    I'm not sure where I'm going with it, but it's been a fun exercise in texture making anyway.
     
  2. Sjosz

    Sjosz (╯°□°)╯︵ ┻━┻

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    Upon seeing McLogenog's image of his bridge and the square piece of geometry on the right underside of it, I felt compelled to make something of my own in pure boredom fashion.

    [screenshot]http://img690.imageshack.us/img690/3204/bridgybridge.png[/screenshot]

    Just a real quick mock-up, this will probably not turn into anything beyond what you can see in the image. I won't lie, I'm also a tiny bit inspired by the architecture of Kirkwall in Dragon Age 2.
     
  3. cosmix

    cosmix XoXo

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    Looks nice for quick first view. Reminds me a bit of 'Mario Castle' :)
     
  4. PsyXandeR

    PsyXandeR Member

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    [SCREENSHOT]http://i231.photobucket.com/albums/ee281/aalexanderrr/Tesselation.jpg[/SCREENSHOT]

    Toying about with tesselation. At this rate I won't have to learn 3dMax and still use BSP. :D
     
  5. Cr4zyB4st4rd

    Cr4zyB4st4rd I make awesome ©

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    hax.

    Id play with tessellation, but I got not DX11 :(
     
  6. Kantham

    Kantham Fool.

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    Even though the bump effect is incredibly un-smoothed, it still demonstrates that technique very well. Does tessellation comes with the UDK or something?
     
  7. PsyXandeR

    PsyXandeR Member

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    @Crazy - Nah, normal mapping is hax. :p
    @Kantham - Yup, March UDK has tesselation implemented.
     
  8. moonflyer

    moonflyer New Member

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    I can only see the displacement mapping here.
     
  9. moonflyer

    moonflyer New Member

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    Nice texture, I like it.:)
     
  10. cooloola

    cooloola A good samaritan

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    Look at the edges of the wall, displacement alone wouldn't do that.
     
  11. Cr4zyB4st4rd

    Cr4zyB4st4rd I make awesome ©

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    [m]http://www.youtube.com/watch?v=OHNHjc0MFFI[/m]

    My clouds. Backed by Bon Jovi :-D
     
  12. Foufoune_Rose

    Foufoune_Rose ǝsoɹ‾ǝunoɟnoℲ

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    This effect interest me a lot. I wanna test it in some of my maps, especially the Nali themed one.
    I hope you'll release a "how to" soon.
     
  13. Pandemonium

    Pandemonium ...

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    Nice video, crazybastard!

    I tried simillar effekts in UT2004 years ago with a few panning cloud-textures put together each using another cloud-texture as alphamask and stuff like that. Looks pretty good, but exaggerated it kills the performance somehow. :D

    -
     
  14. Cr4zyB4st4rd

    Cr4zyB4st4rd I make awesome ©

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    Plan on releasing the files once the map is done.

    Yeah this is pretty much the same thing with a few additional bits to just make it more unique, still been messing with it to get what I want. And it's just one material, if a PC can't render it then it falls back to a cloudless sky.
     
  15. Cr4zyB4st4rd

    Cr4zyB4st4rd I make awesome ©

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    [screenshot]http://i.min.us/ijNoJO.jpg[/screenshot]

    LENS FLARE \o/
     
  16. [VaLkyR]Anubis

    [VaLkyR]Anubis Foregone Destruction

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    Now that looks pretty interesting! Is there any chance to see the wireframe of this wall? Just to satisfy my curiosity! Nevertheless, keep it up!

    @Cr4zyB4st4rd, lovely cloud effect and I can't wait to see more like this. That lens flare looks good as well! Keep it up!
     
  17. Kantham

    Kantham Fool.

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    It's a polygon illusion. You can't get wireframes from Normals either. Wireframe will show a flat surface, if you insist.
     
  18. PsyXandeR

    PsyXandeR Member

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    @kantham: well the point of tessellation is to make models more hi-poly dynamically. In fact, that wall consists of 2000 polys that are distributed according to a height map. This technique is not an illusion like normal mapping, it really adds real polygons. Wireframe coming his weekend when I get back onto my PC
     
  19. Kantham

    Kantham Fool.

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    *Insert obligatory "BURN" comment here*
    Yeah GG me not having a clue.

    I can see the tech become popular eventually, simply because of DX11 and real polygons (Imagine if Normals were also polygons) . I really had no clue about this tech, nor really cared about it until now. I've always thought of it as an illusion.

    Something I found on the web..
    http://www.geeks3d.com/20100324/test-unigine-heaven-2-0-direct3d-11-scores/

    http://www.geeks3d.com/public/jegx/201003/unigine-heaven-2-dx11-tessellation-off-01.jpg
    http://www.geeks3d.com/public/jegx/201003/unigine-heaven-2-dx11-tessellation-on-01.jpg

    Yeah, sounds good overall, but I'm just confused right now as if it would be really necessary when the developers can just model or tweak most of the content themselves. And any visible seam will look weird with tessellation.

    The best use I can think of, is things like water. Tessellation is possible in motion, right? That would be sick.
    Edit: Yeah.

    This video helps understanding the technology better (even if their demo environment looks like crap). However it's becoming a little more complex when I try to understand the technique staring at the dragon I posted above. I suppose the vertex keep their local facing value and only displace on one axis.

    Why it's awesome and at the same times it's not: tessellation in this case, could not reproduce waves like these.

    http://img3.imageshack.us/img3/7853/wavesq.jpg
     
    Last edited: Mar 23, 2011
  20. raziel31

    raziel31 Active Member

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    Are you talking about Parallax?

    Grey scale height maps are added to Normal maps in the Alpha channel for having 'Parallax Bump mapping' in Unreal Ed...if it's for having more polys, thats not really wanted in realtime...plus that would be quicker to model the entire wall with more polys...:)
     

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