Another sketch of mine. This shows a wooden mining cabin. It should have a little bit dirty and used look. But at the same time it should look inhabited as a light coming from the windows at night, smoke coming out of the chimney and tools lying around indicate.
(c) 2009 Tobias Zwick
(c) 2009 Tobias Zwick
Very very cool style :)
I like it and if Clonk looks so we become great responses, I think.
I like it and if Clonk looks so we become great responses, I think.
On that note. The most engaged render artist here are you atm. There are lots of other good artists in the Clonk Community who will hopefully contribute something. But nobody really did anything in the direction of real time models yet. Using much more textures for something where one would normally model the details, involving a lot of painting the textures and perhaps even optimizing the texture file at the end has not really been done before.
As you know already a little about this, perhaps you can share your experiences, tools, tutorials, techniques? If you got any links etc. to that topic, it'd be cool if you posted them here. I will make them into a sticky then. Also, if you do your first real time model for OpenClonk - when you document it, we can make a tutorial out of it for the other Clonk artists and future artists. :-)
Edit: And LODs will be a challenge too.
As you know already a little about this, perhaps you can share your experiences, tools, tutorials, techniques? If you got any links etc. to that topic, it'd be cool if you posted them here. I will make them into a sticky then. Also, if you do your first real time model for OpenClonk - when you document it, we can make a tutorial out of it for the other Clonk artists and future artists. :-)
Edit: And LODs will be a challenge too.
I would contribute a lot if I would know how to unwrap models in Blender with Textures. :/
Thanks, but I dunno how the documentation will help all blender guys here, especially unwrapping modell. But It sounds good, may I do something in this direction at this weekend.
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