|
created What can you do with 3498 tris?
on 08-03-2011 06:42 PM
How about an....environment?
So yeah, here's my take on the familiar art test.
3498 tris, 43 hours 5 minutes to accomplish, only diffuse textures and a 512 for all the lightmaps. Oh and, yeah, this stuff's supposed to be for mobile platforms.
Be sure to check out the video, it's supposed to be fun (HD please) :
Btw props for the custom gradient mapping node go to Vailias. If you haven't, be sure to check out the thread about it, started by rasmus. It's really awesome.
The whole thing was a blast, really.
If you have something to say - please do, I'd appreciate it very much. 
I hope you'd enjoy it as well. Thank you very much for your time!
Last edited by d1ver; 08-03-2011 at 06:53 PM..
|
, dedicated polycounter,
1,419 Posts,
Join Date Jan 2008,
|
wow man that looks great!
|
, polygon,
576 Posts,
Join Date Jan 2011,
Location Oceana, WV
|
very slick man! digging the shader tricks you did, looks awesome. 
|
, polycounter,
1,140 Posts,
Join Date Mar 2007,
Location London, UK
|
the atmosphere really adds heaps to this, looks amazing, was the video from a game engine or a 3d package? and yer the shader tick is very cool aswell
|
, vertex,
31 Posts,
Join Date Aug 2011,
|
I love techy stuff like this. Watch the video!
|
, veteran polycounter,
3,304 Posts,
Join Date Oct 2004,
Location Denver, CO
|
Lmao... "Do not press". That's just asking for someone to press it. :P
Really cool!
|
, triangle,
381 Posts,
Join Date Apr 2009,
|
Lovin this. Nice use of shaders and tech.
|
, dedicated polycounter,
1,859 Posts,
Join Date Nov 2009,
Location Toronto
|
Nice trick d1ver! The scene looks really cool for a mobile platform!
|
, polygon,
612 Posts,
Join Date Aug 2010,
Location Montreal, Qc, Canada
|
Isn't it the Gameloft test? Looks really good btw.
|
, dedicated polycounter,
1,465 Posts,
Join Date Feb 2006,
Location Redmond WA
|
 So glad that those shader brain dumps were so useful. 
Looks really nice. I imagine its ouststanding on an iphone screen.
|
, dedicated polycounter,
1,575 Posts,
Join Date Oct 2004,
Location San Francisco, CA
|
I'm really really digging this. There is one thing i want to mention though, the rain seems to fall awfully slow.
|
, triangle,
360 Posts,
Join Date Apr 2010,
|
Really good stuff man, though in one of your video shots it seems like it's only raining on the right part of the shot? You could see the ship on view from the left side of the environment. Oh well, I just noticed it and didn't know if it was supposed to be like that or not 
|
, dedicated polycounter,
1,644 Posts,
Join Date Sep 2009,
Location Sweden/Malmö
|
Love this so much! Very nice work 
|
, polycounter,
1,102 Posts,
Join Date Sep 2007,
Location Widgee, Australia
|
Cool stuff, d1ver! Crazy vid, crazy rain 
|
, polycounter,
810 Posts,
Join Date Dec 2007,
Location Tokyo, Japan
|
The sinking ship looked a little silly, but considering your constraints and what you managed to bust out you did an amazing job. Clever work with the shaders too. Love it!
|
, triangle,
366 Posts,
Join Date Apr 2005,
Location Michigan
|
The shit...? That few tris...? Bugger me... See this is what I enjoy, and I feel we have to get back to working with constraints in the industry more rather than just waiting on more power. It always amazes me what people can do when they have a set constraint such as this, because you tend to make everything count more. Rather than the current next gen pipeline we have right now where we seem to sometimes forget that.
IMO, if it was up to me, I would stop GPU's and consoles for the next five years at least, and force people to work with what we have now. Take a look at Shadow of the Colossus on PS2, and you'll see what can be done with limited resources when you put your mind to it.
|
, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
|
great job you did. you should ace the test!
|
, triangle,
387 Posts,
Join Date Jun 2007,
Location Germany
|
>What can you do with 3498 tris?
make something beautiful, great job d1ver.
|
, polygon,
745 Posts,
Join Date Aug 2009,
Location dahn saaf
|
Real nice dude, this is great stuff to see, it takes real skill to make proper game art. Makes me reminisce over mgs2 heh. Odium makes a good point, I'd love to see us really push nextgen to the same extremities, atm it seems like we're trying to move on before we've caught up to its limits and really discovered it's entire potential.
The button scene was teh funzxor lol.
|
, triangle,
355 Posts,
Join Date Nov 2009,
Location UK
|
Lovely shader tricks. It's amazing how nice such low poly stuff looks when the stops are pulled out shader and effects side
Nice scene, too, it's cool to see that much effort being put into one little scene rather than just some screengrabs.
|
, dedicated polycounter,
1,406 Posts,
Join Date Mar 2007,
Location Leeds (UK)
|
" I can make you come with just 3498 tris, imagine what i can do with a entire budget ;3 "
|
, polycounter,
856 Posts,
Join Date Mar 2009,
Location Liverpool, UK
|
That's pretty sweet! Crazy that our technology can create that! Awesome job! 
|
, triangle,
280 Posts,
Join Date Mar 2010,
Location Dallas, TX
|
looking good sir! thanks for posting the breakdowns, always enjoy seeing the method to the madness :-)
|
, line,
87 Posts,
Join Date Aug 2010,
Location Montreal
|
dude .... !! unbelievably awesome output that is ... and really great use of 'top floor' for the shaders ... great job !!
|
, vertex,
38 Posts,
Join Date Oct 2009,
Location Delhi, India
|
looks damn awesome.
Can UDK iOS really render that level of complexity at good rates?
|
, veteran polycounter,
2,970 Posts,
Join Date Feb 2010,
Location Ireland
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Copyright 1998-2012 A. Risch
|