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1388765 Posts in 66639 Topics- by 59315 Members - Latest Member: VisionaryGames

March 06, 2021, 03:00:54 PM

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TIGSource ForumsCommunityDevLogsMournway Mansion [1st person voxel adventure] (formerly known as "Darkness")
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Author Topic: Mournway Mansion [1st person voxel adventure] (formerly known as "Darkness")  (Read 22017 times)
Thaumaturge
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« Reply #480 on: February 23, 2021, 12:52:26 AM »

I guess you could play a bit with that too for your paintings: instead of a flat surface "extrude" some pixels a bit to fake a brush-stroke

I was just about to suggest something similar myself, as it happens.

What I had in mind was fairly simple: just slight raising or lowering of the voxel-surfaces of paintings to suggest the texture of a canvas beneath the paint.

However, one could also do something more complex, as suggested in the quote, and model brush-strokes into the surface.
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RealScaniX
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« Reply #481 on: February 23, 2021, 01:35:20 AM »

Yeah, that does not work in the ruleset of a voxel world.
The minimum thickness is 1 voxel, so the paint would be as thick as the picture frame.
What I am already doing as you can probably hardly see in the video is using a normal map that simulates some structure of the paint or the canvas itself. Using non voxel stuff in normal maps and additional shading maps is ok, I think.
But adding real geometry in the picture to simulate height of the paint (which is only there in the rarest of cases) would look super ugly.
You need to keep in mind that this is not a simple 3D game, but a voxel one. Wink
 
You would need to find an example in a game with a reduced shape look, like voxel or low poly. Suddenly having more geometric details in a place isn't working fine.
« Last Edit: February 23, 2021, 02:50:08 AM by RealScaniX » Logged

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« Reply #482 on: February 23, 2021, 07:14:02 AM »

Ah, I'd forgotten the limitation of voxel-placement, indeed. Ah well, so it goes then, and fair enough!
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