Hi
I'm finally posting the most crafted version of Tephra + Bionis Leg, not yet complete for lack of completion of some textures, I'm posting the finished, or almost.
Was not completed previously (I said that was not satisfactory) due to lack of "effects" I was adapting and that the game engine does not have as dynamic bumpmap, lightmap and shadows, you can adapt them, others as ambient occlusion can be masked with textures, which I'm still trying to do it. I'm working, but I tried to get a good result of occlusion in the grass, and other effects are almost finished and tested.
In short: Using the mips, i made several effects with proximity processes, reflecting, bumpmap and soft shadows, all the effects are dynamic!
I apologize for some very sudden change, Bighead, I am available to solve any problem. Remembering, the textures are not different in color, shade or texture, this now is due to the viewing angle (but still needs revision of course)
IMPORTANT
1 - To be correctly displayed, the effects need a good PC but you can use a standard PC without major losses, and certain configurations:
3X or 4X internal resolution, 4X, 3X, 2X, and Original, all resolution works too (there will be a few changes in the effects)
1X Anisotropic filter, (do not use 16X, 4X maximum)
2 - The textures are not optimized, and needs Bighead review, the files are with huge size.
3 - Do not modify the mipmaps, you can disable the effect.
Inicial note
Example model:
Tephra rocks
Complete Video of textures and effects in work (watch in HD)
Separated by work
You can not show the complete modifications, images are static, there are some images that may appear identical.
Tephra
Tephra rocks
Old update, without surface reflection
New update, with reflective surface
Ground in bone corridor
Old, original
New with surface effect
Bionis Leg
Dinâmic lens glare (an interesting effect)
Old, static
New, changes with the camera close
Grass and ground
Old
New, changes with the camera angle close, semi-lighting with distances, tiny ambient occlusion simulation
Others
Rain
Old
New
Stone wall
Old cliff
New cliff
Others
Wood bridge
Old
New, with dinâmic surface lighting, huge extra improves
Note: single finished work, its finished version
- this texture has some transparencies in broken pieces of wood, can you see some errors but no major problems
Add
Water improves update, simulated reflection on huge distances, reflection simulation with proximity too, dark areas seen at great distances
Old
New, with effects
Old update
New update
Others
Metal bridge, incomplete, need some corrections: lighting in screws, texture correction, repetition in texture, initial and final basic colors, with proximity, not to be very different from the original
Old
New with metal simulation, surface reflection, dinamic bumpmap, color correction in reflection
Others
Extra
Sun effect (static), more light too
Old
New
FILE:
http://www.mediafire.com/download/sfadb1....0beta.rar
Bighead, modify what is needed, mips are correct, but anything I'm available.
I hope that this work be good, if the textures need fixes, I will do, I'm here to contribute in this project.
It's end
Sorry for long post
Thx
I'm finally posting the most crafted version of Tephra + Bionis Leg, not yet complete for lack of completion of some textures, I'm posting the finished, or almost.
Was not completed previously (I said that was not satisfactory) due to lack of "effects" I was adapting and that the game engine does not have as dynamic bumpmap, lightmap and shadows, you can adapt them, others as ambient occlusion can be masked with textures, which I'm still trying to do it. I'm working, but I tried to get a good result of occlusion in the grass, and other effects are almost finished and tested.
In short: Using the mips, i made several effects with proximity processes, reflecting, bumpmap and soft shadows, all the effects are dynamic!
I apologize for some very sudden change, Bighead, I am available to solve any problem. Remembering, the textures are not different in color, shade or texture, this now is due to the viewing angle (but still needs revision of course)
IMPORTANT
1 - To be correctly displayed, the effects need a good PC but you can use a standard PC without major losses, and certain configurations:
3X or 4X internal resolution, 4X, 3X, 2X, and Original, all resolution works too (there will be a few changes in the effects)
1X Anisotropic filter, (do not use 16X, 4X maximum)
2 - The textures are not optimized, and needs Bighead review, the files are with huge size.
3 - Do not modify the mipmaps, you can disable the effect.
Inicial note
Example model:
Tephra rocks
Spoiler:
Spoiler:
Separated by work
You can not show the complete modifications, images are static, there are some images that may appear identical.
Tephra
Tephra rocks
Old update, without surface reflection
Spoiler:
Spoiler:
Old, original
Spoiler:
Spoiler:
Dinâmic lens glare (an interesting effect)
Old, static
Spoiler:
Spoiler:
Old
Spoiler:
Spoiler:
Spoiler:
Old
Spoiler:
Spoiler:
Old cliff
Spoiler:
Spoiler:
Spoiler:
Old
Spoiler:
Note: single finished work, its finished version
- this texture has some transparencies in broken pieces of wood, can you see some errors but no major problems
Spoiler:
Water improves update, simulated reflection on huge distances, reflection simulation with proximity too, dark areas seen at great distances
Old
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Old
Spoiler:
Spoiler:
Spoiler:
Sun effect (static), more light too
Old
Spoiler:
Spoiler:
http://www.mediafire.com/download/sfadb1....0beta.rar
Bighead, modify what is needed, mips are correct, but anything I'm available.
I hope that this work be good, if the textures need fixes, I will do, I'm here to contribute in this project.
It's end
Sorry for long post
Thx