Up the res, time for higher quality models!

Posted by Scott_AW on March 13, 2011, 3:30 p.m.

With a better engine, I can handle more voxels, and thus higher quality ones.

I dumped all the original rocks for new ones created in sculptris and up 4x higher detail than the originals.

I also bumped up the detail on monster models by 25% which resulted in better conversion from the original ones. Details show up better, the henchman's helmet is no longer slightly distorted and the guardian is more imposing than ever.

Not displayed is the Scarlet Queen, which looks more fearsome, but now I think I'm going to hold it off as a tease.

Comments

Ferret 13 years, 8 months ago

Oh Scott, you're such a tease :3

JID 13 years, 8 months ago

Looks great, now gimme demoez. :D

Acid 13 years, 8 months ago

Nice! :D

Scott_AW 13 years, 8 months ago

Getting instances to work as well. I think enemies will be the most difficult thing to script.

sk8m8trix 13 years, 8 months ago

That's sexy.

thernz 13 years, 8 months ago

Everything is so shiny.

Cesque 13 years, 8 months ago

The floor and ceiling at the beginning look weird… maybe because of the lighting colour?

Scott_AW 13 years, 8 months ago

Yeah, still playing with it. Soon though the fire light will be hard coded, because I want's me some flickerin.

aeron 13 years, 8 months ago

Legit! Evaldraw looks so much better than build

svf 13 years, 8 months ago

Wow! Game looks awesome, although the dreaded white-balance makes me unsure…