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PixelLight SciFi demo prototype


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#1 COfenberg

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Posted 12 March 2011 - 09:00 AM

Posted Image


Description
The screenshot shows a PixelLight SciFi demo prototype I'am working on for some time now (whenever I'am in the mood to do some more coder art *g*).

Because I'am a software developer and no graphics artist, I have no other option then using graphics assets freely available in the internet - so, please also have a look at the attribution below showing were I've got the assets from.

There's also a YouTube video at


== Attribution: Models ==
- High quality scan of a human male head with diffuse and normal map: http://www.ir-ltd.ne...gh-quality-scan
- sci-fi pillar by ssavalot: http://www.turbosqui...obj-free/575102


== Attribution: Textures ==
- "TEXTURE PACK #1 LITE": http://www.eipixstor....php?products=d
- "Magrathea_EarthSeamlessTexture.jpg" by Patrick Hoesly: http://www.flickr.co...57623170461711/
- "106_MetalTexture.jpg" by Patrick Hoesly: http://www.flickr.co...57623170461711/


== Attribution: Music ==
-

#2 rouncer

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Posted 15 March 2011 - 04:17 AM

video is pretty cool. :)
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#3 Dia

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Posted 17 March 2011 - 07:49 PM

This is pretty impressive work!

By the way, is your PixelLight entry in the DevMaster database up-to-date?

#4 COfenberg

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Posted 17 March 2011 - 11:02 PM

Wow, same pictures - totally different feedback... I also posted the images on a German developer forum, and there was only critics... currently poor aliasing, too much bloom and DOF (had to hide poor graphics assets in the background :), aliasing in the shadow maps, no fancy subsurface-scattering and special skin shader and so on. Seems to be a German property to criticise more then discuss or from time to time giving some complements. So, really thank's for the positive feedback, this motivates to get the image quality TODO points done. :)

Dia said:

By the way, is your PixelLight entry in the DevMaster database up-to-date?
Yes, the entry is up-to-date - although I find it a little bit hard to reduce the result of >8 years work and a feature list (http://developer.pix.../PLFeatures.pdf) with >20 pages to a few sentences.

#5 TheNut

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Posted 18 March 2011 - 12:02 AM

Yeah, Germans are like that... :p j/k.

A lot of games go overboard with effects to the point of becoming blatantly unrealistic, but sometimes it adds a nice touch (we are trying to escape reality after all). Given your environment, I would say the composition is just about right.

Regarding your demo, I would definitely keep pushing it. Animating the character would be a huge plus. If you have difficulty animating humans, consider animating autonomous robots. Animations always make a demo shine because it's one of the hardest features to pull off well (unless you have a motion tracking studio). It would definitely breathe life into your demo.

BTW, there's nothing wrong with "coder art" :) I have tons of fun in Blender or using maths to create things. The new tools in Blender 2.5X beta are a dream to work with. There's tons of free stuff out there, but the real deal comes from your own creativity.
http://www.nutty.ca - Being a nut has its advantages.





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