• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

How the journey begins.

Status
Not open for further replies.
Level 6
Joined
Mar 12, 2010
Messages
42
Hi.
One of my high detailed work like "Kadauri".
18 hours, 13858 decoration objects, half of 256x256 in view.


This landscape was very hard to make, because warcraft engine cant view big count of objects at the same time, so I divided landscape to pieces and screened it.

Enjoy!

:ogre_kawaii:
 

Attachments

  • How the journey begins.png
    How the journey begins.png
    2.1 MB · Views: 268
Level 5
Joined
Oct 13, 2010
Messages
84
Sure, the models you chosed are awesome!
. but
I have leant few things about the models in war3 that:
_ big scale is bad (because graphic engine of war3 is not good enough)
. or at least dont place them near camera

Not so hard to see that problem (look the grasses and ferns)
 

Attachments

  • Glitch.PNG
    Glitch.PNG
    168.8 KB · Views: 145
Level 17
Joined
Jan 18, 2010
Messages
1,122
I don't get why objects in foreground means bad
in general you want more detail in the foreground than in the background
and no engine can display "large scale" or many objects actually
speaking of that game engines usually have very little to do with graphics which is department of the graphics api (direct3D)
wacraft 3 can use even depth of field and screen space ambient occlusion with indirect illumination (originally used in crysis)

and to the topic, I dun like the water very much could try with the custom model
 
Last edited:
Status
Not open for further replies.
Top