2007.11.18, 02:02 AM
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2007.11.18, 08:46 AM
Yes. Rendering it in a 3D application like Cinema 4D or Blender and using a lot of materials.
Oh, you mean in realtime? No. Use textures if you want detail, or try writing a GLSL shader.
Guess why every game uses textures. Probably because it's the easiest, fastest and best way, right?
Oh, you mean in realtime? No. Use textures if you want detail, or try writing a GLSL shader.
Guess why every game uses textures. Probably because it's the easiest, fastest and best way, right?
2007.11.18, 08:48 AM
Well, you absolutely NEED textures.
You could use a shader, but you'd have to know GLSL shader language.
You could kind of cheat and just give it 2x2 textures of various colors, but it wouldn't look very 3d; dim3's lighting (along with many, many other engines) is not as good as a still render. Also, you'd have to build more features into the polygons, which is more "expensive" memory-wise.
So, i'd recommend sticking with textures, because you aren't going to get anything better anywhere else. Something that may help with your textures is if you look at a professional set (or somthing close) and see what they think is important to include.
You could use a shader, but you'd have to know GLSL shader language.
You could kind of cheat and just give it 2x2 textures of various colors, but it wouldn't look very 3d; dim3's lighting (along with many, many other engines) is not as good as a still render. Also, you'd have to build more features into the polygons, which is more "expensive" memory-wise.
So, i'd recommend sticking with textures, because you aren't going to get anything better anywhere else. Something that may help with your textures is if you look at a professional set (or somthing close) and see what they think is important to include.
2007.11.18, 09:03 AM
dimwit Wrote:You could use a shader, but you'd have to know GLSL shader language.GLSL means "(Open)GL shading language". So "GLSL shader language" is kind of repeated unnecessarily.

dimwit Wrote:dim3's lighting (along with many, many other engines) is not as good as a still render.Good is probably the wrong word here. It's just as good, but both are made for different things. There is a reason that rendering a still image with a lot of detail takes longer than rendering one frame in Dim3.

And I think Brian said this once: How good a game looks is 95% artwork, 5% engine.

dimwit Wrote:So, i'd recommend sticking with textures, because you aren't going to get anything better anywhere else. Something that may help with your textures is if you look at a professional set (or somthing close) and see what they think is important to include.A good idea would probably getting a book on texturing.
I recommend 3D Game textures by Luke Ahearn. It's very good.
2007.11.18, 11:19 AM
I second Bink on that book, even if you use gimp (the books for photoshop).
Even cartoony games use textures
.
Even cartoony games use textures
.2007.11.18, 11:45 AM
It would be rather hard to have a game without textures. :P Texture add the detail that the model can't. That is, unless you have a really powerful computer.
2007.11.18, 12:05 PM
PatrickA Wrote:It would be rather hard to have a game without textures. :P Texture add the detail that the model can't. That is, unless you have a really powerful computer.
Well... you could use a cel-shader. That way you still need textures, but very simple, flat colored ones. Materials with 2x2 px color textures would be enough.
And with just a little more detail, you can create beautiful graphics.
http://www.dreamstation.cc/reviews/gamec...er_005.jpg
http://www.epilog.de/Dokumente/Spiele/Co...II_B01.jpg
http://www.iogc.net/images/iogc/Jet%20Se...re%201.jpg
http://www.gameogre.com/reviewdirectory/...Warsow.jpg

2007.11.18, 02:02 PM
Thats pretty nice. I bet thats what they did in the Super Man Returns: The video game, They have all the civilians like that.
2007.11.18, 02:10 PM
Bink Wrote:PatrickA Wrote:It would be rather hard to have a game without textures. :P Texture add the detail that the model can't. That is, unless you have a really powerful computer.
Well... you could use a cel-shader. That way you still need textures, but very simple, flat colored ones. Materials with 2x2 px color textures would be enough.
And with just a little more detail, you can create beautiful graphics.
Cel shader? How do I use that?
2007.11.18, 02:15 PM
You'll have to write one. Probably in GLSL. Use google to find a GLSL tutorial.
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