Author Topic: u3 lightning  (Read 2180 times)

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Offline KARMA

  • Darth Hutt
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well I don't think it'd be suitable for a non-pro product, but it's interesting:

"Most of our characters are built from two meshes: a realtime mesh with thousands of triangles, and a detail mesh with millions of triangles. We provide a distributed-computing application which raytraces the detail mesh and, from its high-polygon geometry, generates a normal map that is applied to the realtime mesh when rendering.  The result is in-game objects with all of the lighting detail of the high poly mesh, but that are still easily rendered in real time."

ingame model
http://www.unrealtechnology.com/screens/character_creation2.jpg
high poly model
http://www.unrealtechnology.com/screens/character_creation1.jpg
ingame result
http://www.unrealtechnology.com/screens/character_creation3.jpg

http://www.unrealtechnology.com/html/technology/ue30.shtml

 

Offline Fineus

  • ...But you *have* heard of me.
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Gotta respect those guys abilities with coding... Very impressive use of technology.

 

Offline Lightspeed

  • Light Years Ahead
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Gotta mention that they simply use normal mapping and did NOT develop it.
Modern man is the missing link between ape and human being.

 

Offline Fineus

  • ...But you *have* heard of me.
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Whatever, it's good use of the tech.

 

Offline Taristin

  • Snipes
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  • BlueScalie
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Wow. That's alot of polies. Good result. Love the armor on the mesh too. :nod:
Freelance Modeler | Amateur Artist

  
Quote
Originally posted by Lightspeed
Gotta mention that they simply use normal mapping and did NOT develop it.


And normal mapping is exactly one of the features I think FS2 could benefit from >.>

 

Offline phreak

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yea i know, but if you keep requesting features, then 3.7 isn't getting released until this time in 2005
Offically approved by Ebola Virus Man :wtf:
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Let me correct what I said.  I meant that it was something I put into the "dream-on features thread".

 

Offline Flipside

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LOL Well, I'm thinking Phreak means you may have to wait a while for that one ;)

And, on our defence, if we hadn't asked for features, you wouldn't have bothered going to 3.1 ;)

 

Offline IceFire

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Normal maping is a really cool idea....it makes very high detail stuff fairly easy to do and very realistic to look at.

Very impressive.
- IceFire
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Offline Lightspeed

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I dont think we have to go overboard with features. We'd rather start completely using what we have until adding 1000 new features :)

What i'd REALLY like to see is a better star system (*poke poke RT*) :D
Modern man is the missing link between ape and human being.

 

Offline WMCoolmon

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HOLY ****!! :eek:

Now we just need to find someone to do the coding/modding work for FS. :D
-C

 

Offline adwight

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That monster thing is the most kickass monster model i've ever seen.
Neo-Terra Victorious

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Offline Flipside

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It is bloody good, but it seems to me that it didn't need to take up 2 million pixels in the high res model, particularly on the arms ;) Nonetheless, great stuff! :D

 

Offline Bobboau

  • Just a MODern kinda guy
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we have people looking into this, thogh more exitement is in the area of real time shadows and over exposure
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Offline Setekh

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Awesome. Like Kal says, it's great use of the tech - I'm always more impressed by this sort of thing than a raw increase in de tail and the like. This is real advancement. :)
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline KARMA

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btw I don't see this stuff as optimized for a modding community
I think that nobody of use will ever do for each single model an uber high poly model of milions of triangles just to calculate the normal map.
Oh I'm sure that venom or mikhael or others could do that, but for every ship they make?????doubt so.

 
Well, I always see people making models that are too high poly to be used in the game.  Then they have to cut it down.  I suppose they can get the normal-map from the hi-poly original and then apply it the cut-down version (which incidentally, is how it's supposed to work).