| Just some images takes during development of the intro. |
![]() The code and framework of 195_95_256 is just the Paradise intro, so that's why the very first tests where using models from that intro. As you can see, we had the Ambient Occlusion working since Paradise. ![]() Notice the reflections on the floor. ![]() I also used the horse of Paradise for tests. This same scene in this picture became the "Lamp" scene after some metamorphosis. ![]() First attempt to create a HDRI cube map. Not that bad for 200 bytes :) ![]() The horse surrounded with some primitives to mimic the Lamp scene. This test became the actual scene. ![]() The hole was added, and the scene become ready waiting for the final model. ![]() The horse was finally replaced with the correct model. ![]() A test to show the fix of the negative reflection caused by the non usage of clipping planes. ![]() A closest view to the model showing quantification artifact in the eyes. ![]() More artifacts in the union of two geometric pieces. ![]() First attempt to the "Stone" scene. Again, my Rhino friend to the rescue! ![]() This one was taken just for fun. I liked the atmosphere of the scene at this stage. ![]() Very early version of the Stone model. Note the column in the back without the displacement shader. ![]() First aproximation to the shader. ![]() Another view of the same thing. ![]() And another one, still not in final stage. ![]() A far camera showing the complete scene (and all the faking). ![]() And the final result. ![]() Early tests on generating hexagonal arrays. ![]() First and last attempt of creating the specular cube map for the cathedral. Once more, as so many other times, a test become actually part of the final production. ![]() A picture showing my modelling skills :) ![]() The complete watch. It took arround 3 days to complete. ![]() A test for the eye. This early model created by me was replaced later with a lot better one made by r3d. ![]() Starting to create the shader for the "Wax" model. First, start with the shadow map (notice the artifacts!)... ![]() Then, add the diffuse component... ![]() And finally, a shot with the ambient occlussion added. The diffucult part of the pixel shader completed! ![]() Same shader, but a bit of coloring to make it funnier. ![]() Another view of the same state. ![]() First attempt to the real shader. Same as before, but color changes acordingly to the fresnel term. ![]() And a bit of additive white fresnel contribution for the edges of the model. ![]() The shader almost finalized. Just a bit of retouching remaining for the party-place. ![]() Same shader, but a bit more contrast on the glow layer (bloom layer). ![]() Same thing. ![]() Same thing, bis. ![]() First version of the bee model. Playing with fresnels and ao for fun. ![]() An interesting picture. ![]() First version of the background. The shader of the bee was allready finalized. ![]() A picture taken while fixing problems with quaternions, mirroring and Max2Gl transformations. ![]() The techno scene as shwon in the party version. ![]() A view showing a problem in the cubemap texture. ![]() A view used to fix some problems in the mesh. |