Sinus wrote:Hello.
May an amateur future would-be 3D artist ask a "behind the scenes" technical question? Namely: how were Trine's graphics created? What tools were used, in what development pipeline? What were the models modelled in? What was used for texturing? Did you use "sculpting" tools for creation of the normal maps? How many polygons are there roughly for models in the final gameplay? What special visual effects are used for the overall ambience, apart from blooms, glows and camera tints? What texture sizes are used? Etc, etc, etc.
Apart from semi-professional reasons, I'm asking this because I _know_ I'm going to look at other contemporary fantasy games now, and say "oh for crying out loud, if a small independent development company can create something this beautiful, why can't (insert huge company name here)!?" ;P
Lucas W wrote:"How were Trine's graphics created"
.EPS (Encapsulated PostScript) for models.
Lucas W wrote:"What was used for texturing"
.DDS (DirectDraw) format
"How were Trine's graphics created? What tools were used"
You could use Photoshop or similar Image Manipulations Program(s) as the models are just flat images with....boxs and the texture are just colour which (as you know) gets wrapped around the mesh.
I have used GIMP with addons for it to open .DDS (A google search away) and GhostScript for opening .EPS (GIMP refuses to open them but I can still view them in GhostScript)
Sinus wrote:Lucas W wrote:"How were Trine's graphics created"
.EPS (Encapsulated PostScript) for models.
EPS for models..? Since when does the EPS format feature any kind of 3-D data, texels, bones and other model components..? I've seen B3D and S3D files in the game's FBZ, which are clearly 3-D models belonging to some program I don't know, but the EPS files are flattened meshes (perhaps rendered unwraps as base for texturing?).

You seem definitely bent on that this is a mesh used for something in-game. I'm saying it's the model unwrapped as a canvas for texturing.
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