Gears O' War (or other non-Nintendo) camera effect
Blitz3D Forums/Blitz3D Programming/Gears O' War (or other non-Nintendo) camera effect
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So my friend got an Xbox 360 with Gears if War. Now the camera looks pretty good. By camera, I mean the colors, the whole "hollywood film crew" look. Blitz lighting (as great as it is, I might add) seems too...Nintendo-eh for me. Like, its bright and brings out the colors, like a Super Mario kind of game would have. Now my question is, how should I go about having that more professional camera look, such as in GOW, Quake, ect.? Should I make the textures that way, or change some light or ambient colors, or what? Thnx for the help. |
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Should I make the textures that way, or change some light or ambient colors, or what? All of that. Try experimenting with ambient light, with light ranges/colors, different textures until you get the look you want right. Also, (after doing the basics above) try something like AShadow or FastExt, to be able to have bump, reflaction, refraction, blur, etc. |
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Yep, FastExt adds a lot to your scene's lightning with it's post process effects like contrast and glow. |
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Cool, thanks guys. Will do. |
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I did a quick (REAL quick) Google and Wiki search, and didn' come up with anything for FastExt. Does anyone have a link? |
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Click here! also theres a thread in the Blitz3D UserLibs part of the forum. |
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Keep in mind that a lot of what you are asking about is ARTIST controlled. For example, if you choose a green that is 0,255,0, then it is going to be very bright and saturated. a more "real world" green might be 90,140,90. On top of that, you will need proper use of things like shadow maps to help light things more realistically than just using the lights. Beyond those things, remember that blitz isn't using any of the new rendering techniques (pixel shaders and such) so you are only going to be able to get so far with a DX7 engine. |
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Sweet thanks guys. And about the lights, thnx man haha I figured the saturated thing out when I put the lights to full orange for a sunset, and my meshes looked like they just popped out of a bucket of cheese! |
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Exactly, desaturating the colors for a more realistic and less brightly-childly look. I think modern day games may use desaturation filters\shaders to do that. And take a look at old Playstation 1 and Nintendo 64 games, they definately aren't as modern as directX 7 (the one Blitz3D uses) and they look realistic enough. It's a matter of artistical direction. That same thing was being polemized on Blizzard forums, about Diablo III having too colorful graphics just like WoW has (and people complaining that was wrong because they are two very separate franchises). |
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I too had some real issues with lighting / cls colours (fogging) etc....I got sick of trying to mentally visualise what my colour scheme would look like, so I wrote my own, in-game color mixer; much like photoshop's Hue/Saturation mixer that gives rseults in real-time. Values you need to be concerned with should be... Sunlight / moonlight: (your main light that simulates day / night) Ambient Colours: This effect will simulate a sort of reflected, scattered light. (moon glow etc) Fog Colour 1 - [CameraFogColor ]....the main fog colour...Misty Haze! Fog Colour 2 - This is the Camera CLS Color and should be close or the same as fog colour 2....its the fog background hue [CameraClsColor] Sky Colors : If you have a skydome or box, make sure you can adjust this...helps if your sky is mid-range grey to start with. If you can alter all the above variables 'in-game' you will quickly see a massive productivity boost in your work. Setting a full Blue Value (0,0,255) for the Ambient Light while the Sky Color is full red (255,0,0) can produce a funky effect....and converse to that, choosing subtle variances between all of the atmospheric elements can result in realistic lighting sceenes without too much effort. Guessing colours is almost impossible without real-time adjustments....so do yourself a favour and write a color mixer! |
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