PixelLight SciFi demo prototype

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COfenberg 101 Mar 12, 2011 at 09:00

11-03-11.jpg

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 http://www.youtube.com/watch?v=_YuvFCcN4Fk

== Attribution: Models ==
- High quality scan of a human male head with diffuse and normal map: http://www.ir-ltd.net/royalty-free-high-quality-scan
- sci-fi pillar by ssavalot: http://www.turbosquid.com/3d-models/pillar-module-obj-free/575102

== Attribution: Textures ==
- “TEXTURE PACK #1 LITE”: http://www.eipixstore.com/index.php?products=d
- “Magrathea_EarthSeamlessTexture.jpg” by Patrick Hoesly: http://www.flickr.com/photos/zooboing/4099289175/sizes/o/in/set-72157623170461711/
- “106_MetalTexture.jpg” by Patrick Hoesly: http://www.flickr.com/photos/zooboing/4099286321/sizes/o/in/set-72157623170461711/

== Attribution: Music ==
- http://music.incompetech.com/royalty-free/Impact%20Lento.mp3

4 Replies

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rouncer 104 Mar 15, 2011 at 04:17

video is pretty cool. :)

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dk 158 Mar 17, 2011 at 19:49

This is pretty impressive work!

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

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COfenberg 101 Mar 17, 2011 at 23:02

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

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.pixellight.org/files/latest/PLFeatures.pdf) with >20 pages to a few sentences.

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TheNut 179 Mar 18, 2011 at 00:02

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.