Game Development Community

Torque 3D Show Off Thread!

by Tom Spilman · in Torque 3D Public · 05/30/2009 (1:20 am) · 529 replies

I think it's about time we started a show off thread for cool Torque 3D stuff.

Screenshots are great... but a YouTube HD video gives you massive bonus points. :)

Ready... Set.... GO!

About the author

Tom is a programmer and co-owner of Sickhead Games, LLC.

#281
08/01/2009 (1:45 pm)
Familiar Torque3D levels in "Charcoal-Style"...

farm3.static.flickr.com/2431/3778298845_23210cd45a.jpg

farm3.static.flickr.com/2607/3778300183_077030d38d.jpg

farm3.static.flickr.com/2548/3779104720_19e4b0ccda.jpg
#282
08/01/2009 (1:48 pm)
-double post-
#283
08/01/2009 (1:54 pm)
That's really pretty!

Now do paint daubs ;)
#285
08/01/2009 (2:36 pm)
Uh oh.. we're just one step away from Pollock.

Edit: But the shader looks coal! :)
#286
08/01/2009 (6:28 pm)
Keep that around for a really nice effect! A little tuning and it would be great for flashing occasionally in a horror game.
#287
08/02/2009 (9:43 am)
That last one looks more like a lithograph than a video game. Interesting stuff.
#288
08/02/2009 (12:29 pm)
Ooo.., that's awesome James, looks fn' cool!

:D
#289
08/04/2009 (11:03 am)
NPR is so cool. Too bad not many games use it.
#290
08/08/2009 (10:23 pm)
Number one, or number Two? I'm personally thinking two, I like the extra contrast the HDR brings out.

img177.imageshack.us/img177/3382/screenshot00400001.jpg




img229.imageshack.us/img229/9143/screenshot00400000.jpg
#291
08/08/2009 (10:26 pm)
Roll on 2!
#292
08/08/2009 (10:32 pm)
No. 2 for sure.
#293
08/08/2009 (10:38 pm)
No.2 looks better.. but can i ask.. how high have you set ambient lighting?
both look a bit washed out, as though the ambient is too high.
#294
08/08/2009 (10:50 pm)
Yea, I'm still working on that. For the non-HDR image it is a bit too high, I forgot to adjust it. I was playing with exposure on HDR and I'm getting closer to what I want.
#295
08/09/2009 (6:52 am)
very nice Jacob,
very nice indeed!
#296
08/09/2009 (1:26 pm)
We are still reworking HDR because (as you have noticed) to get it looking good you end up having to adjust other settings that make things look weird when it is off.

I wouldn't spend to much time trying to find the perfect parameters yet since it seems like we will be moving to an entirely different hdr technique.

That said, very cool screenshots!
#297
08/10/2009 (12:10 pm)
I got carried away with the waterfall.. I'm so used to doing BIG stuff.. I'm pleased with the particles, just too damn many. Still got several more particle effects to add, along with some texture work on the stream.

img406.imageshack.us/img406/8007/screenshot00500000.th.jpg
#298
08/10/2009 (5:58 pm)
Wow...that's pretty.
#299
08/11/2009 (4:51 am)
I've already posted it in my last blog, but anyway I like the what can be done with T3D.

Level was exported from 3dMax to T3D via Collada. T3D Material Editor is a pure gold. With only couple of hours we were able to assign normal maps and specular to most of textures.

#300
08/11/2009 (5:43 am)
Yuri, can i just ask, why are you jumping around the whole time? is it all deliberate or some Polysoup problems or something?