
Here are some shots of Labyrinth components from inside of Realm Crafter Standard.
One thing that is noticeable to me are some lighting artifacts where breaks in the mesh occur (over the doors for example). Not much I can so about that as the models were created using a "brush" application that builds the model in sections, and that's just the way it renders. Personally, I feel the look of the lighting and shadows is well worth it.
I'm interested in how people feel that might use a graphic set like this in their games, could you live with the lighting artifacts?
Also, how do you feel about the current level of texture repetition, and is there too much clutter around the doors?
-D
2 comments:
From the pictures, the lighting really does decrease the noticeable repetition. The corners show it the worst (a pretty common problem). What is there may be pretty fixable with a bit of decal-ing. It'll be interesting to see how it looks under TGE / TGEA.
I don't have any software that does proper decals. I know 3d Max does ($8k), not sure about XSI, Maya or Lightwave ($3k to $1K respectively).
I'll have to try some TGE tests. One of the big hurtles I've run into in the past is that the lights don't scale on export to DIF. I'll have to play with it a bit and see what I can do.
Making models for RC is a lot easier!
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