3rd Party Models/Media Chat / Matching Skybox, Terrain and entity textures

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rolfy
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Posted: 4th Jul 2015 08:21 Edited at: 4th Jul 2015 08:38
Something I am currently working on is Skybox with matching terrain and entity textures to create a sense of being in a much larger environment . This first one is a harsh volcanic landscape, with rocks twisted and shaped by wind and water. The second screenshot I have balanced the fog and lighting to tie it all together.
I will continue to show others as I create them. When complete they will be released to the store.



HarryWever
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Posted: 4th Jul 2015 09:39
That looks really awesome rolfy..
Really good..

I want them...

Harry


Harry
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cybernescence
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Posted: 4th Jul 2015 09:55
This is really needed. I'm trying to do this myself, but I'm now going to wait and use the rolfy skill and get back to coding

The bottom of most skybox is so far removed, and so unlike, the current terrains that when any height is achieved (e.g., especially, flying) it kind of ruins the effect.

Looking forward to this !
Bisella
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Posted: 4th Jul 2015 10:42
this snapshot is from GG?
The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wings3d, paint.net, torque3d, AxixGameFactory, PD particles.
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smallg
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Posted: 4th Jul 2015 12:01
Quote: "this snapshot is from GG?"


lol, indeed, i was thinking along those lines... they are awesome but i fear a lot of my media would look very out of place on such a nice looking map
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rolfy
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Posted: 4th Jul 2015 21:33 Edited at: 4th Jul 2015 23:45
The intention is to merely create environments which tie together more and give a sense of being in a larger scene. Rock entity's, skybox and terrain textures could be used together or used in other scenes and levels just like any of the scenery props you already have. You can still create your own terrains and place the props to suit yourself, the point is to help with design continuity in level appearance.

There are other designs I am working on such as ruined cities and more basic terrain scenes, the first saving is in poly count and fps gains where you wont have to use props or terrain to build a skyline which surround your build areas and if you get high up or near the edge of your map you will see the difference. In the shots above the skybox is seen in the top half of the images with entity and terrain in the forground.
Quote: "The bottom of most skybox is so far removed, and so unlike, the current terrains that when any height is achieved (e.g., especially, flying) it kind of ruins the effect."
This states it nicely.

Yes, screenshots are in GG
rolfy
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Posted: 8th Jul 2015 05:27 Edited at: 8th Jul 2015 05:44
Worked some more on this.
Tightened up the textures for terrain and entity's.
Re-rendered the skybox with clouds and a darker atmosphere.

First shot shows the blend of terrain and entity textures in the foreground.


A high view looking down onto terrain and skybox blend using fog and lightrays.


View looking South with terrain and skybox across entire map, with right blend of fog and some small graphic tweaks it works well in game to create the illusion of endless terrain.


Can now work on other rock entity's now I have an idea of the uv scale, I should soon be finishing up a level to create a video flythru of the map.
Teabone
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Posted: 8th Jul 2015 05:44
I used to use Terragen and Terragen 2 back in FPSCx9 and FPSCx10 in order to create skyboxes with clouds and terrain in the distance and even water. What program are you using here? looks quite nice.
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cybernescence
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Posted: 10th Jul 2015 13:09
That looks brilliant rolfy. This is how seamless/integrated the terrain and lower parts of the skyboxes should look.

Hope you keep at it and consider selling some

3com
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Posted: 10th Jul 2015 17:37
what's about ocean and beach instead of terrain, in the foreground.
wonderful skyboxes.

3com
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science boy
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Posted: 11th Jul 2015 16:24
i do like the attention to detail. this is as usual exceptional work.
an unquenchable thirst for knowledge of game creation!!!
Gtox
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Posted: 11th Jul 2015 17:01
This is beautiful work - looks very realistic.
rolfy
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Posted: 12th Jul 2015 06:43
Different skybox. since terrain and entity textures are grey scale it is simple as changing fog,ambience and surface colours to match.



rolfy
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Posted: 17th Jul 2015 06:46 Edited at: 17th Jul 2015 06:56
Update, creating some Fantasy/Sci-Fi terrain entity's.



Overhead F9 mode, showing terrain painting between entity's, painting by hand it is possible to avoid obvious texture tiling. Blending with entity's is pretty good.

Pirate Myke
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Posted: 17th Jul 2015 06:54
Outstanding. Great looking stuff.
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rolfy
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Posted: 17th Jul 2015 06:58
Hey Myke...thanks
HarryWever
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Posted: 17th Jul 2015 08:30
wow that look really amazing..awsome work here.

Harry
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rolfy
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Posted: 18th Jul 2015 03:08 Edited at: 18th Jul 2015 03:13
Finished modeling and now using all the assets to build a level.

Pirate Myke
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Posted: 18th Jul 2015 18:30
Yes, don't miss segments at all. Awesome. That has a great atmosphere to it.
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3com
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Posted: 18th Jul 2015 18:59
Awesome Rolfy!, we are in the same page.

Now I imagine quicksand, swamps full of strange creatures, and in the background an army of zombies wandering aimlessly.
You will be able to find a safe way?

Yeah, well, here a hot demon, and my brain does not know what it thinks.

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synchromesh
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Posted: 18th Jul 2015 22:11
Incredible work !!
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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rolfy
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Posted: 21st Jul 2015 08:55 Edited at: 21st Jul 2015 09:02
An update on the level design.



science boy
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Posted: 21st Jul 2015 20:55
now i like the last shot, its something biblical
an unquenchable thirst for knowledge of game creation!!!
rolfy
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Posted: 25th Jul 2015 02:44 Edited at: 29th Jul 2015 05:35
New skybox and graphic settings.



rolfy
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Posted: 29th Jul 2015 02:20


Pirate Myke
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Posted: 29th Jul 2015 03:23
Wow, Wow, and Wow. Beautiful.
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synchromesh
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Posted: 29th Jul 2015 03:26
Stunning Work .....
Just incredible ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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rolfy
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Posted: 29th Jul 2015 05:00
High praise indeed, thanks guy's
perelect
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Posted: 29th Jul 2015 09:02
Great work, rolfy..
I wish I could design like that....
I may be old, but at least my memory still ....hmmm

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rolfy
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Posted: 18th Sep 2015 01:58 Edited at: 18th Sep 2015 02:03
All the above are now available in the store.

Continuing the theme of matching terrain and skybox I have been working on skyboxes which will sit with pretty much any of the default terrain sets that come with GameGuru.

Using the tutorial map 'Ice Mountain' which by default loads the 'clear' skybox.



Using my new 'Misty Mountains' skybox the depth of the overall scene is greatly improved.







Same tutorial map and changed the terrain textures and grass to weedy.





Again the skybox adds depth to the scene, these skyboxes use several multi layered procedural materials to create the terrain details.
Old Larry
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Posted: 23rd Oct 2015 17:11 Edited at: 23rd Oct 2015 18:10
Awesome sky boxes !!!
P.S. I need some Arctic with in far away view skybox, with icebergs on the water around.
If the player is on the oil arctic platform or navigate with a ship there, he don't want to see too close
some regular hills or mountains with just some ice covered reliefs.
I want to use "noterrain.lua" so, just water and skybox. The terrain "eat" 60-70/% from the GG game speed.
All the GG maps have a huge terrain, even if the only one level game made by user,
uses just a quarter, half quarter or less of it.
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