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2 Tests For Windows...


V.D.

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So revised No. 1... to modern...? i would say more simple as the windows in T1/T2, where every window in every simple house looked like a cathedral opening...

 

I´m outing me now as a fan from the look of TDS... more simple but more realistic... IMO... (still running...;) )

You know Warren Spector had also an architect on board... ?;)

 

DP-Window2bdark.jpg

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I like the new one quite a bit.

 

There were some things that TDS did better than the original games. I like their glowy windows better. :) The overall style was pretty bland and uninspiring though.

 

Now, are these windows models or textures? The shutters look like models to me, but I can't tell with the window itself.

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I'm gonna throw in my 2 cents here...it's not quite on topic (I rather like the look of the windows, though they could use some a bit more grunging up), but it could still fall to VD in the end.

 

I'm actually beginning to think that doing a goodly chunk of our windows as models instead of textures would be better in the long run. For buildings off in the distance a texture would suffice, but for windows you'll be slinking by in the darkness it'd draw less resources as a mesh instead of a collection of brushes. Having 5 window models lining a hallway isn't as much of a draw on video memory as 5 large textures would be.

 

I've heard that Doom 3's models work somewhat like UT's static meshes. If you wanted to make a grassy field, having 60 brushes with 60 different grass textures would end up eating alot of video memory, but having one grass model copied 60 times wouldn't be nearly as bad since it's only using the memory from the first grass model and the rest are cloned from it.

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These are all models rendered in my 3D app...

 

I only want to show what i´ve done...

 

If you need textures... i´ll make textures from it... if you need models... i´ll give you the models... ;)

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are you familiar with low-poly models and do you know, how to generate normalmaps ?

I think windows with shutters and a 'special' frame, like your windows should be models, but they should be pretty low-poly. but I don't expect that to be a problem, since quite a lot can be done with textures and normalmaps took from the high-poly model.

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I know finger, I'm simply taking about good presentation tactics, I use them all the time. For example there is no practical reason for me to texture or pose any of my high res characters, but I do it anyway, and present a fancy render.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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