{"id":172,"date":"2010-05-30T09:24:33","date_gmt":"2010-05-30T09:24:33","guid":{"rendered":"https:\/\/astrofra.com\/wordpress\/?page_id=172"},"modified":"2010-05-30T09:24:33","modified_gmt":"2010-05-30T09:24:33","slug":"desert-house-real-time-environment","status":"publish","type":"page","link":"https:\/\/astrofra.com\/wordpress\/index.php\/gamedev\/desert-house-real-time-environment\/","title":{"rendered":"Desert House real time"},"content":{"rendered":"<p style=\"text-align: center;\"><strong>*** <\/strong><strong>WIP ARTICLE ***<\/strong><\/p>\n<p><strong>From pre-rendered CG to realtime 3D<\/strong><\/p>\n<p>I&#8217;ve always wanted to rework on an old scene of mine, that I started AGES ago in Lightwave. I add the opportunity to rework this scene a first time, and make some renders of it with Mental Ray (<a href=\"https:\/\/astrofra.com\/wordpress\/cg-gallery\/desert-house-mental-ray\/\">see here<\/a>).<\/p>\n<p>Now I decided to recreate this scene, by targeting it for a next gen realtime engine.<\/p>\n<p><strong>Modeling<\/strong><\/p>\n<p>I had almost everything re-modeled in Modo, as the former mesh was way too crappy. Thanks to the Amazing Modo&#8217;s UV unwrapper, I found later that I was able to texture all this stuff in no time !<\/p>\n<table>\n<tbody>\n<tr>\n<td><a class=\"shutterset_\" href=\"https:\/\/astrofra.com\/wordpress\/wp-content\/gallery\/desert-house-realtime-3d\/bh_0.jpg\"><img decoding=\"async\" class=\"ngg-singlepic ngg-none\" src=\"https:\/\/astrofra.com\/wordpress\/wp-content\/gallery\/desert-house-realtime-3d\/thumbs\/thumbs_bh_0.jpg\" alt=\"bh_0\" \/><\/a><\/td>\n<td><a class=\"shutterset_\" href=\"https:\/\/astrofra.com\/wordpress\/wp-content\/gallery\/desert-house-realtime-3d\/bh_3.jpg\"><img decoding=\"async\" class=\"ngg-singlepic ngg-none\" src=\"https:\/\/astrofra.com\/wordpress\/wp-content\/gallery\/desert-house-realtime-3d\/thumbs\/thumbs_bh_3.jpg\" alt=\"bh_3\" \/><\/a><\/td>\n<td><a class=\"shutterset_\" href=\"https:\/\/astrofra.com\/wordpress\/wp-content\/gallery\/desert-house-realtime-3d\/bh_1.jpg\"><img decoding=\"async\" class=\"ngg-singlepic ngg-none\" src=\"https:\/\/astrofra.com\/wordpress\/wp-content\/gallery\/desert-house-realtime-3d\/thumbs\/thumbs_bh_1.jpg\" alt=\"bh_1\" \/><\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>Texture painting<\/strong><\/p>\n<p>The whole scene was painted in Modo. Sometimes I just had to reopen the texture in Photoshop, tweak the colors, then load it back into Modo &#8230; Photosourcing is really an amazing technique. Here, in realtime, I usually try to avoid maps larger than 2k.<\/p>\n<p>Funnily enough, while painting, I&#8217;m sort of &#8220;faked&#8221; the  result of an Ambiant Occlusion baking. I guess this is simply because  I reproduced what dirt makes when it accumulates in the less  accessibles corners of a volume<\/p>\n<table style=\"height: 85px;\" width=\"120\">\n<tbody>\n<tr>\n<td><a class=\"shutterset_\" href=\"https:\/\/astrofra.com\/wordpress\/wp-content\/gallery\/desert-house-realtime-3d\/h_nad_4.jpg\"><img decoding=\"async\" class=\"ngg-singlepic ngg-none\" src=\"https:\/\/astrofra.com\/wordpress\/wp-content\/gallery\/desert-house-realtime-3d\/thumbs\/thumbs_h_nad_4.jpg\" alt=\"h_nad_4\" \/><\/a><\/td>\n<td><a class=\"shutterset_\" href=\"https:\/\/astrofra.com\/wordpress\/wp-content\/gallery\/desert-house-realtime-3d\/ha_3.jpg\"><img decoding=\"async\" class=\"ngg-singlepic ngg-none\" src=\"https:\/\/astrofra.com\/wordpress\/wp-content\/gallery\/desert-house-realtime-3d\/thumbs\/thumbs_ha_3.jpg\" alt=\"ha_3\" \/><\/a><\/td>\n<td><a class=\"shutterset_\" href=\"https:\/\/astrofra.com\/wordpress\/wp-content\/gallery\/desert-house-realtime-3d\/reservoir.jpg\"><img decoding=\"async\" class=\"ngg-singlepic ngg-none\" src=\"https:\/\/astrofra.com\/wordpress\/wp-content\/gallery\/desert-house-realtime-3d\/thumbs\/thumbs_reservoir.jpg\" alt=\"reservoir\" \/><\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>Realtime integration<\/strong><\/p>\n<p>bla bla bla bla<\/p>\n<p><strong>Using post process to fake a &#8220;Lomo&#8221; photography look.<\/strong><\/p>\n<p>What&#8217;s Lomo ?<\/p>\n<p>How I achieved this.<\/p>\n<p>[album=3]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>*** WIP ARTICLE *** From pre-rendered CG to realtime 3D I&#8217;ve always wanted to rework on an old scene of mine, that I started AGES ago in Lightwave. I add the opportunity to rework this scene a first time, and make some renders of it with Mental Ray (see here). Now I decided to recreate &hellip; <a href=\"https:\/\/astrofra.com\/wordpress\/index.php\/gamedev\/desert-house-real-time-environment\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">Desert House real time<\/span> <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":168,"menu_order":0,"comment_status":"open","ping_status":"open","template":"","meta":{"footnotes":""},"class_list":["post-172","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/astrofra.com\/wordpress\/index.php\/wp-json\/wp\/v2\/pages\/172"}],"collection":[{"href":"https:\/\/astrofra.com\/wordpress\/index.php\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/astrofra.com\/wordpress\/index.php\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/astrofra.com\/wordpress\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/astrofra.com\/wordpress\/index.php\/wp-json\/wp\/v2\/comments?post=172"}],"version-history":[{"count":0,"href":"https:\/\/astrofra.com\/wordpress\/index.php\/wp-json\/wp\/v2\/pages\/172\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/astrofra.com\/wordpress\/index.php\/wp-json\/wp\/v2\/pages\/168"}],"wp:attachment":[{"href":"https:\/\/astrofra.com\/wordpress\/index.php\/wp-json\/wp\/v2\/media?parent=172"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}