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[Art] ArrrrRRRRRrrRRRRRR!!
WolfCoder- 10/06/2010 11:27 PM
- 1569 views
Version 0111a; Update 2
I don't know what you're all talking about going all OOO and AAAH when the normals keep being interpolated abruptly creating tons of ugly seams like this! I explicitly instruct the engine to do flat shading and it still keeps interpolating my normals, it's insanity. I'm trying to get rid of the stuff circled in red, that's obviously not supposed to be there.

I don't know what you're all talking about going all OOO and AAAH when the normals keep being interpolated abruptly creating tons of ugly seams like this! I explicitly instruct the engine to do flat shading and it still keeps interpolating my normals, it's insanity. I'm trying to get rid of the stuff circled in red, that's obviously not supposed to be there.
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I've found some really messy work-arounds for now, there's only so much of this I can take before it's time to just say "fuck it" and try and minimize the mess. I could just use more complicated geometry to hide the mess.
This behavior is actually correct for typical models, they really are shaded like this. If you made some fancy model in blender, my shader shows up just fine. It's really the level compiler optimizer making these flat, planed meshes at intersections of pillars and cutouts.
If you think it looks terrible or it annoys you, you can turn off the level shader in options of course.

If I put the global light angle like this, the seams are hard to notice.
This behavior is actually correct for typical models, they really are shaded like this. If you made some fancy model in blender, my shader shows up just fine. It's really the level compiler optimizer making these flat, planed meshes at intersections of pillars and cutouts.
If you think it looks terrible or it annoys you, you can turn off the level shader in options of course.

If I put the global light angle like this, the seams are hard to notice.
I don't know what you're all talking about going all OOO and AAAH
It's because we see how the graphics are evolving from the early grid-floor and the textures/shading look great. We don't see it(or understand it) to the extent that you do so we don't knit-pick as much you will. It's obviously in an early dev stage and this is steps above anything else on the site in terms of GFX. I guess I can't speak for everyone, but that's how I see it. If it was a final product with those issues, then we'll start calling you out on it. But for now, good luck with the problems.
This is actually about it, apart from the seams, this is how the textures will be drawn in the game. There's only the specular and special effect maps to add. The visual engine was already finished since I started the project.
"It's obviously in an early dev stage and this is steps above anything else on the site in terms of GFX."
I can't be the only one making a 3D RPG on this site... can I?
"It's obviously in an early dev stage and this is steps above anything else on the site in terms of GFX."
I can't be the only one making a 3D RPG on this site... can I?
I see. Well I didn't know that. I was just stating how it appears to someone who has no idea what is going on behind the scenes. I'm sure most people don't understand fully the tools and methods your using and just see pretty screenshots on the main page.
I didn't notice any errors on the images until you pointed them out. I mean..where is the light coming from anyways? We don't see the light source so it's not that much of a stretch to think something might be blocking some of that light in certain places. Although I would agree now that some of the errors simply don't make sense.
I didn't notice any errors on the images until you pointed them out. I mean..where is the light coming from anyways? We don't see the light source so it's not that much of a stretch to think something might be blocking some of that light in certain places. Although I would agree now that some of the errors simply don't make sense.
It's probably very difficult to try and enforce flat normal rendering per triangle, so I'm just going to avoid very low sun angles where they suddenly stick out so much. Dynamic lighting can mess things up though as it seems to intensify the artifacts even with a light so small it doesn't light anything else up. I'll have to be especially careful about where I put my fires, flickering lights, etc.
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