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wip progress

Robo
Guest
Quote
2020-09-27 03:45:29

Damn - thanks srfstudio ! - didn't even know about that - what a great little demo.
This demo done using the old CopperCube of 2010 is very impressive indeed - even for today's standards of any CopperCube game ever made, and even still not too bad when compared to other game engines also...

very impressive. French people have the most creative side to them from movies to games - seen this many times..

I will take some cues from this demo - he hasn't used normal mapping that I can see, only baked lighting, a 3d mesh for light glow effect on the lamp and a animated texture for the monitor effect. He also used a 2d overlay to create a type of vignette effect which work well actually...

Imagine the game he could have created if he really wanted to.....

cheers!


Robo
Guest
Quote
2020-09-28 11:48:13

I did a further 'analysis' and extracted out some more information.
He only used 512 textures max (some 128) and extremely low polygon count - makes sense as all the rooms are boxes. The best part of his work was great use of transparent png images with billboards and nice glow effect built into the textures themselves.
Great use of cobwebs...using fairly simple plane meshes with transparent png's also.

Really just goes to show what can be done with low level assets and a bit of hard work...

(when you see all the details - the textures look like something out of an old horror game so I wouldn't use them myself as I do more modern looking spaceships but interesting to see nonetheless).


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