rate these

ive been playing around with trying to improve my shading model so after a bit of experimenting ive come up with the following.
rate the shading of the 2 rocks (ie only rocks not the ground) in the following screenshots
which looks the most/least realistic + which is assetically the most appealing

http://uk.geocities.com/sloppyturds/A.jpg
http://uk.geocities.com/sloppyturds/B.jpg
http://uk.geocities.com/sloppyturds/C.jpg
http://uk.geocities.com/sloppyturds/D.jpg
http://uk.geocities.com/sloppyturds/E.jpg

im trying to find a good balance between performance + visual appeal

ta zed

order (best to worst): BAECD
any but D would be fine :slight_smile:

I like C the best. And ya D is not so good.

Probably C, but the shadow on the ground should look darker.

I’d go for B, because the ambient term is usually more active in outdoors

LOL you can’t ever please everyone! :slight_smile: I like all but D also.

ok so its B or C
btw does another know where i could get some free space skyboxes from, searching doesnt show much.
there was a site a few years ago with heaps literally 100s of skyboxes for quake + HL but i cant seem to find it anymore.
i would prefer to make my own if possible.
terragen doesnt do stars but anyways only seems to deal with a hemisphere for its sky
ta zed

Wadfather is what your thinking of I think, http://www.planethalflife.com/wadfather/.

They have many skyboxes but its mostly 512x512 not the highest quality and you gotta wait on the slow fileplanet servers.

Originally posted by Fitz:
[b]Wadfather is what your thinking of I think, http://www.planethalflife.com/wadfather/.

They have many skyboxes but its mostly 512x512 not the highest quality and you gotta wait on the slow fileplanet servers.[/b]
yeah thats the one, thanks

to get this back on the original tack/track
funnily the concensis (+ i also) agree version D is the worse
BUT of the 5 methods its the one i believe that resembles most closest ‘the standard way’ of shading as promoted by graphics texts!

Well, D is the worst, that’s true, but in general i don’t like any of them :frowning:

I am quite certain the reason for this is, that the texture look too cartoonish, although the renderer tries to produce realistic images. Or am i wrong? Maybe it looks better when you show us a screenshot of the whole world and not only one rock. The rock itself is, in my opinion, quite ugly.

That is the reason, why i can’t decide, which of the shaders i like best.

Jan.

Originally posted by zed:
[b]ive been playing around with trying to improve my shading model so after a bit of experimenting ive come up with the following.
rate the shading of the 2 rocks (ie only rocks not the ground) in the following screenshots
which looks the most/least realistic + which is assetically the most appealing

http://uk.geocities.com/sloppyturds/A.jpg
http://uk.geocities.com/sloppyturds/B.jpg
http://uk.geocities.com/sloppyturds/C.jpg
http://uk.geocities.com/sloppyturds/D.jpg
http://uk.geocities.com/sloppyturds/E.jpg

im trying to find a good balance between performance + visual appeal

ta zed[/b]
CEABD

I think the problem with D is that it just has too much ambient light, particularly in comparison with the ground that it rests on. I know you said “only judge the rock”, but the rock looks bad 'cos the shadow side doesn’t match the shadow on the ground.

I am quite certain the reason for this is, that the texture look too cartoonish, although the renderer tries to produce realistic images. Or am i wrong?
no im not going for realism (cause often things look artistically worse the more realistic the lighting is), im going for good looks (btw theres no diffuse texture as im only concerned about shading at present)

Maybe it looks better when you show us a screenshot of the whole world and not only one rock. The rock itself is, in my opinion, quite ugly.
can u post any screenshots of (realtime) computer graphics rocks that might give me ideas (preferabley without textures)

Oh, it’s only shaded? Well, that explains the cartoonish look.

In that case i go for: BAECD

Jan.

C (but it depends on the ambient you use elsewhere, I’d go for another if there were more ambient on other stuff) The key is to have a consistent look IMHO.

It all depends on the environment - asking us to look at the rock and ignore everything else doesn’t make sense. A and B look like they’re moon rocks, with a direct light contribution and pretty much no indirect light contribution. Personally, just as a look, I prefer E.

I like B or E the best. Depends how strong your shadows must be