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BRAVE - Shaders, Terrain and Harrier progress

BRAVE - Shaders, Terrain and Harrier progress
Name:Andy Hawkins
Date Posted:Apr 05, 2008
Rating:3.0 out of 5
Public:YES
Comments:YES
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Blog post
As promised here the video showing the terrain and shaders I got in place after my week long struggle with TGEA, L3DT and Atlas. The footpath is a DIF with a cobblestone texture bought from DexSoft added to it. I created the normal map using CrazyBump. The enviroment comprises a blended terrain created with L3DT and imported into TGEA using Atlas script. The trees are placed using fxFoliageReplicator from TorqueScript.

Shaders and Terrain

Here's an update on my Harrier too.

Here's my efforts after 1 hour of modelling. I set the view inside an inverted cube and started sculpting out the basic shape. Then I mapped the blueprint (found here) to the model along the planar axes to get a feel for how the textures are going to be layed out.

Next pass I'll be adding more polys to join everything up and add the missiles, aerials, wheels etc.






Recent Blog Posts
List:05/31/08 - BRAVE Troop Deploy Code and Modelling
05/15/08 - BRAVE Base Camp
05/04/08 - BRAVE Beta Release
04/27/08 - BRAVE - London 4
04/21/08 - BRAVE - London 3
04/13/08 - BRAVE - Awwwright! - London 2
04/09/08 - BRAVE Update - London 1
04/05/08 - BRAVE - Shaders, Terrain and Harrier progress

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Todd Pickens   (Apr 05, 2008 at 20:49 GMT)   Resource Rating: 5
Looking good Andy, keep going.

Chip Lambert   (Apr 07, 2008 at 02:01 GMT)
Very nice looking Andy.

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