Author Topic: Graphics Resources: Portraits and Sprites  (Read 11753 times)

Offline Joseph Hewitt

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Re: Graphics Resources: Portraits and Sprites
« Reply #45 on: May 31, 2010, 12:24:13 AM »
Moved to the UCC board.

Daemonward- Not a bad idea. In the meantime you can do it yourself by renaming the image files.

Offline Daemonward

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Re: Graphics Resources: Portraits and Sprites
« Reply #46 on: May 31, 2010, 06:59:28 AM »
Daemonward- Not a bad idea. In the meantime you can do it yourself by renaming the image files.


Actually, I did that myself before I suggested it. :P

Offline SharkD

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Re: Graphics Resources: Portraits and Sprites
« Reply #47 on: June 01, 2010, 04:15:51 AM »
I created another panoramic version of one of the GH loading screens here:

http://isometricland.com/gearhead/ghpanotour_city.php

Looks cool (but runs slow) in fullscreen!

Offline SharkD

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Re: Graphics Resources: Portraits and Sprites
« Reply #48 on: June 04, 2010, 02:48:44 AM »
Test render of a spinner:

http://isometricland.com/gearhead/ghpanotour_spinner_test.php

The final version will of course be larger and better quality.

[edit]
Updated URL.
« Last Edit: June 04, 2010, 04:57:37 AM by SharkD »

Offline peridot

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Re: Graphics Resources: Portraits and Sprites
« Reply #49 on: June 04, 2010, 06:03:40 AM »
Very nice!

I'm not quite clear on how the "sky" works... I'd be tempted to just leave it as "look up and see buildings".

It's too bad our spinner maps aren't cylindrical... (i.e. keep walking "east" and it scrolls past again and again)

Offline SharkD

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Re: Graphics Resources: Portraits and Sprites
« Reply #50 on: June 04, 2010, 07:05:24 AM »
The sky is a painted surface that grows gradually more opaque as you get to the night side. Where it's completely opaque no light gets through, so the objects underneath it are in "night". It does look a bit odd though...

Originally I just had a sleeve that fit around the lamp, and you could see the buildings if you looked up into the night sky.
« Last Edit: June 04, 2010, 07:27:48 AM by SharkD »

Offline xpace

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Re: Graphics Resources: Portraits and Sprites
« Reply #51 on: June 13, 2010, 12:48:09 PM »
Test render of a spinner:

http://isometricland.com/gearhead/ghpanotour_spinner_test.php

The final version will of course be larger and better quality.

Nice work there, SharkD! Very neat!  ;D

At the very least, I hope to see a screengrab of your rendered spinner as a GH2 load screen. But it would be awesome to use it as a backdrop for a simulated "air battle" inside a spinner. Of course, any battle inside a spinner risks damaging the spinner as is thus immediately squashed by the local authorities. But perhaps there could be an exception? Maybe a battle inside an abandoned and damaged spinner as some enemy lures the player's party there to spring a trap?

A few observations:

* I'm sure you've already noticed, but in the middle of the Spinner as you look straight down - seemingly where two 'maps' join - the joint is irregular and distorted as if viewing from a warped carnival mirror.

* I really like the simulated sky created with the increased opacity with distance. However, I believe it is flawed. The 'white beam' is the center of the spinner, but this means the bluest and most opaque part of the sky is closest to the observer. Logically, the blueness and opacity comes from the density of the atmosphere, which should increase with distance. So the most blue and opaque part should appear at the furthest point from observer. (But I still think that no part of the sky should be completely opaque.)

You're reasoning seems to be that the opacity separates the day side from night. However, while I see how this is useful, I do not comprehend how that could be made possible. Further, I doubt a Spinner of this size could have a day and night side. From the scale of buildings, I'd say the entire surface might represent a mid-sized city on modern Earth, circia 2000'ish. It would look more realistic to just have the entire thing in a day or night cycle and increase opacity with distance.

* Does that "white beam" in the center function as the sole means of illumination? So it has a central fusion 'pillar' as an artificial sun? This makes sense, but most Spinners I've seen make at least some use of solar illumination and heat. If it's not beamed in through enormous side windows, then it's usually beamed in from one end via mirrors and/or fiber optics.

It's too bad our spinner maps aren't cylindrical... (i.e. keep walking "east" and it scrolls past again and again)

That would be a cool feature!
Mr. Hewitt, would this be possible?
« Last Edit: June 13, 2010, 01:09:53 PM by xpace »

Offline SharkD

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Re: Graphics Resources: Portraits and Sprites
« Reply #52 on: June 13, 2010, 11:25:31 PM »
Here's a more recent test render:



I'm not sure if I will be able to re-render the entire scene, as right now it takes about 5-10 seconds to render a single pixel! (The above test render only took a few minutes. Not sure why there's such a huge gap.)

Offline SharkD

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Re: Graphics Resources: Portraits and Sprites
« Reply #53 on: June 17, 2010, 02:18:39 AM »
Another test render with temporary random colored textures and atmospheric media removed.



I seem to have fixed the speed issues, as this one rendered in about an hour. Next I am going add another building type, some people walking around, some waste bins and some potted plants. Maybe a few flying vehicles too.
« Last Edit: June 17, 2010, 04:38:13 AM by SharkD »

Offline SharkD

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Re: Graphics Resources: Portraits and Sprites
« Reply #54 on: June 17, 2010, 04:34:28 AM »
Here's a thread in the Povray newsgroup with something that reminded me very much of the shrines in GearHead 1.

http://news.povray.org/povray.binaries.images/thread/%3Cweb.4c180079e4707754dec81f370%40news.povray.org%3E/

Offline SharkD

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Re: Graphics Resources: Portraits and Sprites
« Reply #55 on: June 17, 2010, 05:05:06 AM »
Oops! Missed this post earlier.

Nice work there, SharkD! Very neat!  ;D

At the very least, I hope to see a screengrab of your rendered spinner as a GH2 load screen. But it would be awesome to use it as a backdrop for a simulated "air battle" inside a spinner. Of course, any battle inside a spinner risks damaging the spinner as is thus immediately squashed by the local authorities. But perhaps there could be an exception? Maybe a battle inside an abandoned and damaged spinner as some enemy lures the player's party there to spring a trap?

That would be entirely up to Joseph.

A few observations:

* I'm sure you've already noticed, but in the middle of the Spinner as you look straight down - seemingly where two 'maps' join - the joint is irregular and distorted as if viewing from a warped carnival mirror.

This is an artifact of the method used to warp the image into a sphere. I will use a superior method with the final render that makes use of six separate images, and thus requires additional time to render.

* I really like the simulated sky created with the increased opacity with distance. However, I believe it is flawed. The 'white beam' is the center of the spinner, but this means the bluest and most opaque part of the sky is closest to the observer. Logically, the blueness and opacity comes from the density of the atmosphere, which should increase with distance. So the most blue and opaque part should appear at the furthest point from observer. (But I still think that no part of the sky should be completely opaque.)

You're reasoning seems to be that the opacity separates the day side from night. However, while I see how this is useful, I do not comprehend how that could be made possible. Further, I doubt a Spinner of this size could have a day and night side. From the scale of buildings, I'd say the entire surface might represent a mid-sized city on modern Earth, circia 2000'ish. It would look more realistic to just have the entire thing in a day or night cycle and increase opacity with distance.

You're right that the "fake sky" doesn't make much sense in such a small spinner. I won't be using it anymore from now on.

* Does that "white beam" in the center function as the sole means of illumination? So it has a central fusion 'pillar' as an artificial sun? This makes sense, but most Spinners I've seen make at least some use of solar illumination and heat. If it's not beamed in through enormous side windows, then it's usually beamed in from one end via mirrors and/or fiber optics.

Yes, it's the primary source of illumination, though the end caps of the cylinder are transparent so additional illumination could in theory come from that direction. Maybe a sun or planet or something. I can't visualize how light could be effectively directed using mirrors though.

Offline Onisuzume

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Re: Graphics Resources: Portraits and Sprites
« Reply #56 on: June 20, 2010, 05:28:41 AM »

Offline Ladi

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Re: Graphics Resources: Portraits and Sprites
« Reply #57 on: June 20, 2010, 03:43:46 PM »

Reminds me of Zechs...


That was quite on purpose. Zechs was himself  an expy of Char Aznable from Mobile Suit Gundam.  There's usually some sort of Char clone in every iteration of the series, and I thought it would be nice to have our own guy in a mask and uniform :)

Offline Frumple

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Re: Graphics Resources: Portraits and Sprites
« Reply #58 on: June 20, 2010, 04:52:41 PM »
Lookin' at it, it looks like the maddened offspring of Char and that hawk critter from Berserk! -- Griffith, or whatever it was after he changed. That would be an absolutely terrifying character combination, I think.

Though what sort of doom machine would be appropriate for what amounts to a lovecraftian god-being mixed with uber-pilot boggles the mind. I don't think GH2 could model it, hah.
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Offline Daemonward

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Re: Graphics Resources: Portraits and Sprites
« Reply #59 on: June 20, 2010, 06:31:35 PM »
Though what sort of doom machine would be appropriate for what amounts to a lovecraftian god-being mixed with uber-pilot boggles the mind. I don't think GH2 could model it, hah.


Ladon + Cetus + Typhon + Argoseyer + Savin = Biotech/Gundam Mecha God

EDIT: Argoseyer/Savin variable fighter FTW. 8)
« Last Edit: June 20, 2010, 06:36:38 PM by Daemonward »