Simple Renderings Thread

Get feedback from others on your works in progress
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psor
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Post by psor » Sat Jan 26, 2008 8:11 am

Again great "simple" renderings here! :lol: ;)

Bertrand, your picture makes me dream! 8) :D ;)



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Kram1032
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Post by Kram1032 » Sat Jan 26, 2008 9:40 am

@BbB +1 on stur xD

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Post by BbB » Sat Jan 26, 2008 10:46 am

Thanks guys. Was nothing much, really. Just a test I let run overnight. The buildings are all instances...

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suvakas
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Post by suvakas » Sat Jan 26, 2008 11:35 pm

Overnight? Still quite noisy for overnight :?

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Post by BbB » Sun Jan 27, 2008 2:58 am

Yep. I thought so too...

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psor
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Post by psor » Sun Jan 27, 2008 8:06 am

"Still quite noisy for overnight"

It's a consumer camera, what to expect. I don't care about this
lil bit noise. The camera that I do have access to makes no better
pictures. 8) :lol: ;)



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Zom-B
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Post by Zom-B » Sun Jan 27, 2008 11:39 pm

Here an quick HL2 EP2 model rendering... as usal a totally unspectacular scene :/
The Ground is a in C4D displaced plane, converted to mesh at 500000 polys, instanced 3 times...
For the Car I used some of the advanced Textures from the FakeFactory Texture enhancement MOD for HL2.
The Bump Map on the low poly car was generated by taking the original BumpMap, and mixing it with another displacement map I generated using CrazyBump by taking the original NormalMap from the Car to get this "extra details" only existing in this Map.

Here a InGame Reference using the basic textures...
Attachments
im1201381378.jpg
rendered for ~3000spp, no pp!
im1201381378.jpg (251.54 KiB) Viewed 3648 times
Last edited by Zom-B on Fri Feb 01, 2008 4:17 am, edited 1 time in total.
polygonmanufaktur.de

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psor
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Post by psor » Sun Jan 27, 2008 11:41 pm

@ZomB

I loooove it! 8)



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Kram1032
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Post by Kram1032 » Sun Jan 27, 2008 11:51 pm

Great!
Very well used textures :D how many polys are lowpoly? It doesn't look like a "lowpoly car", you'd see in games...

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OnoSendai
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Post by OnoSendai » Sun Jan 27, 2008 11:52 pm

Cool, very Mad Max :)

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Zom-B
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Post by Zom-B » Mon Jan 28, 2008 1:54 am

Kram1032 wrote:Great!
Very well used textures :D how many polys are lowpoly? It doesn't look like a "lowpoly car", you'd see in games...
Well, the Main color Texture is 4096x4096 big (2048x2048 are the original ones of Valve!). By using such big Textures 16bit Texture support for BumpMaps would be really nice Ono *wink*
Attachments
musclecar_mesh.png
16658 Polys
musclecar_mesh.png (419.13 KiB) Viewed 3625 times
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Kram1032
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Post by Kram1032 » Mon Jan 28, 2008 2:01 am

indeed quite a high poly game-object...
some games use a nicely bumpmaped 4sided tube as a "perfectly round" tube in the game and they kinda have success (as long as you don't look too close^^)

Though, they can cheat in some more ways... So, it should be quite hard to archive that in Indigo with such low poly base meshes...

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Zom-B
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Post by Zom-B » Mon Jan 28, 2008 4:09 am

Kram1032 wrote:indeed quite a high poly game-object...
Dude... welcome in the future, I have no Idea what kind of games you play, but nowadays this IS LowPoly :roll:

Using a Normal Map for some "fake geometry extra details" on the mesh is common, and a Bump Map for some surface details (like rust here).

I attached an Animated GIF, to visualize this using the default Game Textures (while strength of Normal & Bump map are setup by me!)
Attachments
animation.gif
animation.gif (1023.14 KiB) Viewed 3609 times
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Kram1032
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Post by Kram1032 » Mon Jan 28, 2008 5:16 am

Yeah, I know xD

Amazing differences :)

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psor
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Post by psor » Mon Jan 28, 2008 6:08 am

Ya well, ... Nik get to work! Finally I demand Normal map support! 8) ;)

*SCNR*



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