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The Black Wyrm's Lair Terms of Use |
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![]() consiglieri ![]() Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. ![]() |
here is the final render of the world map v. 1
Click here for homepage click the 'View Large World Map' link to see a bigger image but you will either have to play the game or mod for wtp to see all the details that I have put in there ![]() ![]() Some stats: rendered in 3ds max7 w/o any post work psp8 to create the textures full image 8000x6336 Mos size 61.9mb vertex count 36781 poly count 32999 triangle count 72660 texture/maps used 179 different elements 34 rendering time about 1 1/2 hrs. start/end time Mar 17 2006 - Dec 6 2006 263 days worked, conservative estimate hours worked per day 5 = 1315 hrs Crazy or dedicated?? this has been a learning experience for me. There has been 2 versions created but half way through the first I had to start over since my computer is a hunk of junk and I created too many polys for this computer to handle thus the restart. ![]() This post has been edited by Sir-Kill: Dec 7 2006, 11:30 PM -------------------- |
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#2
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![]() consiglieri ![]() Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. ![]() |
I have been debating on this request I cant put my finger on why I have to say no but I do sorry.
to Valiant, I am not sure that it would be very usable to you being a very low poly model it is kind of exact to this application alone. I think I have moved almost every other vertex and turned half the faces. one more reason it has took me so long. to K'aeloree, how I did it was using Valiant's tutorial on iwd snowy areas (the modeling part) but replacing nurbs with planes since the former uses too many polys and I do not care for the controls of nurbs. even with using planes the first model used around 1,000,000 polys and it took me about 3-10 seconds just to move one vertex anyway I used a plane with about 10 - 10 L & H segments. then selecting certain polys I used tessellate where I needed more details mainly the mountains, rivers& lakes, and shore then repeat, repeat, repeat. this way the bottom of the ocean only has a couple 100 polys instead of 1000's. this gave me a rough amount of polys. using the cut tool and insert vertex adding more where I needed. since tessellate would not work anymore after the displace modifier was added permanently. texturing/mapping is where I made up for the lack of polys mainland is made up of 6-8 gradient maps with a lot of mix mapping. lakes rivers and lava I used bitmaps and opacity maps. well pic's are worth 1000 words and I have babbled long enough. camera1_wireframe camera2_lit_and_smooth&highlight This post has been edited by Sir-Kill: Dec 9 2006, 12:26 PM -------------------- |
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Lo-Fi Version | Time is now: 7th October 2025 - 03:57 AM |