G33X Nexus Entertainment > Precursors Artwork
What can we do with CrystalSpace?
Dawn:
--- Quote from: Neo on November 22, 2005, 12:19:51 pm ---
http://img.photobucket.com/albums/v227/LW-Neo/LeagueHUDVersion0-2Full.jpg
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--- End quote ---
Umnm, with proper Textures and scripting, does Precursors have any chance of ever looking like that? My current concern is that the game is not going to have the quality of graphics that are nessary to keep interest...
edit (contingencyplan): Split topic from Neo's artwork, added quote to link back to the picture reffed in the post.
contingencyplan:
Well, for starters, that depends on the artists we get - for instance, through this competition. ;)
Further, the graphics aren't an absolutely necessary component to keep interest - game play will keep the interest going. Granted, if they look like shit, then people will grow frustrated, but we don't have to get only 20 FPS on the next-gen graphics card. The graphics may attract some to the game initially, but regardless of the graphics, the game play will keep them coming back.
That said, I'm all for kick-ass graphics - if you know of any artists, then let us know!
Caenus:
I am an artist, but I don't do graphics. I DO however do concept art and technical blueprints.
Dawn:
Well Cae, see if you can do a test blueprint in PSD format for me so that I can take a crack at making it look like a ship. I would be glad to attempt to convert them into K-3D and make them 3D models, from there our possibilties are much less limited. And with the team of people we have in this project... I am not afraid that we can't make some bad-aaaaa butt looking graphics. We just need to start bouncing stuff around from person to person and start utilizing everyone's potential.
And let me add to this, I know that we can pump out some good looking stuff... My question is, will the graphics engine take what we have and make it look as tight as it should? My real question: Can we get this to look anything like eve? assuming that we had the artists they do.
Morgul:
Well, I think we can. CS is amazing when it comes to the raw polygon crunching ability. With no potimizations, or level of detail, I get about 12 FPS on my laptop (which gets about 7 or 8 on Unreal Tornament 2004) on a map with about 80k pollys. Yeah, in Halflife about 700 polys brings my laptop to it's knees. Go figure.
Now, that doesn't directly answer your question. CS hasn't been focusd on the pretty so much as the pretty fast, andother engines, like Ogre3D have out 'shined' it for a while. That doesn't mean anything though. CS has all the framework for allowing us to creat some tight looking things. Here, I'll link ot a few screenshots, and then to the CS screenshot page. These are all from projects (which are all unfinished) that have decided to share screenshots. I will also link to two movies showing what CS can do.
CG Shader Test. No normal smoothing applied
Parralax Shader Test
Water Test
Deus Irae
Deus Irael
4D
Those are just an example of what CS can do. All of those are using older version of CS as well. They have ban making masive imporvemtns, and are gearing up for 1.0.. which will be a huge boone to us. Yes, Virginia, we shall have teh shiney.
For more Screenshots, sheck this out: http://community.crystalspace3d.org/tiki-browse_gallery.php?galleryId=5
Also check out the movies page: http://www.crystalspace3d.org/tikiwiki/tiki-directory_browse.php?parent=2
So, does that answer your questions?
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