Torque 3D Show Off Thread!
by Tom Spilman · in Torque 3D Beginner · 05/30/2009 (1:20 am) · 823 replies
I think it's about time we started a show off thread for cool Torque 3D stuff.
Screenshots are great... but a YouTube HD video gives you massive bonus points. :)
Ready... Set.... GO!
Screenshots are great... but a YouTube HD video gives you massive bonus points. :)
Ready... Set.... GO!
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.
#802
Ragdolls using GMK
enjoy
This might find its way into Torque3D, i have already started porting just the ragdoll part of gmk to Torque3D.
08/23/2014 (12:51 pm)
Greetings from the Greed Devs ;)Ragdolls using GMK
enjoy
This might find its way into Torque3D, i have already started porting just the ragdoll part of gmk to Torque3D.
#803
08/26/2014 (6:54 am)
:)
#805
11/28/2014 (4:38 am)
This isn't really a gameplay screenshot but it is straight from the engine without edits. I turned up the shadow distance and tweaked the post fx/lighting a bit.
#806
11/28/2014 (5:03 am)
The shots are getting better and better, but I always wonder where this glow effect comes from, I notice this also in other engines a lot, for example cry engine. Is this just the regular bloom postfx from Torque, or something else?
#807
11/28/2014 (5:14 am)
It's just regular bloom.
#808
11/28/2014 (5:17 am)
Great screenshot as usual Sam!!
#809
11/28/2014 (6:17 am)
lies Sam, thats a photo... :P
#810
11/28/2014 (6:32 am)
I would be interested in the basic workflow you use for such scenes. Does not have to be a complete tutorial, just some hints, like the two you gave already, shadow distance and postfx.
#811
11/28/2014 (6:53 am)
I'm with Duion I would be interested too, but a tutorial wouldn't hurt..If you have the time ;)!!
#812
* Plan the layout first and keep in mind how each area will look and impact each other.
* Use reference, if nothing else use it for lighting (sun colour, shadow colour, shadow softness etc).
* Use grass, the heightmap, decals, rubbish to ensure that objects (especially large ones) look like they belong instead of just being dropped onto the map (at the very least hide the join seam).
* Compare the scene with your reference regularly.
* Hide repetition as much as possible (in tiling textures, objects used, the look of an area etc). In BeamNG.drive there are a number of textures that are only used to break up the tiling of the road.
* When finishing up an environment/level pay attention to the little things, I find they can be the difference between something looking fake and looking like it has been lived in (rocks fallen from a cliff, rubbish fallen out of a bin, graffiti, signs, grass left uncut in hard to reach areas etc.
12/09/2014 (7:15 am)
Okay:* Plan the layout first and keep in mind how each area will look and impact each other.
* Use reference, if nothing else use it for lighting (sun colour, shadow colour, shadow softness etc).
* Use grass, the heightmap, decals, rubbish to ensure that objects (especially large ones) look like they belong instead of just being dropped onto the map (at the very least hide the join seam).
* Compare the scene with your reference regularly.
* Hide repetition as much as possible (in tiling textures, objects used, the look of an area etc). In BeamNG.drive there are a number of textures that are only used to break up the tiling of the road.
* When finishing up an environment/level pay attention to the little things, I find they can be the difference between something looking fake and looking like it has been lived in (rocks fallen from a cliff, rubbish fallen out of a bin, graffiti, signs, grass left uncut in hard to reach areas etc.
#813

05/09/2015 (1:37 pm)
Just a small preview of what I've been working on. A couple of images for now. More to come.
#814
05/09/2015 (9:57 pm)
Very interesting. Nice vehicles! That airship in back is ominous. The gui pieces might be a little on the big side, though that is just my opinion. Gives it also a lopsided feel.
#815
05/10/2015 (10:25 am)
Thank you Jason for your feedback. I really appreciate it.
#816
05/10/2015 (8:23 pm)
oh nice sorin! can you do a video? what is the name?
#817
I can tell you for now that it is a squad based game. You give orders, and you get orders from AI or other players.
05/11/2015 (10:26 am)
Thank you, johxz! I'm not settled on a name yet, but I do have a video coming up soon that will show actual gameplay with AI and objectives.I can tell you for now that it is a squad based game. You give orders, and you get orders from AI or other players.
#818
@Jason
He borrowed the HUD from the FPS tutorial. Maybe it gets better with higher resolution, but adjusting the stuff with the GUI editor can be painful.
05/11/2015 (11:24 am)
What you are building looks like the game Halo.@Jason
He borrowed the HUD from the FPS tutorial. Maybe it gets better with higher resolution, but adjusting the stuff with the GUI editor can be painful.
#819
05/11/2015 (5:05 pm)
Yes, it does have some similarities to Halo. But, it is not the type of game I'm going for.
#820
05/11/2015 (7:25 pm)
Wow Cool! I love that kind of game! if you need a hand give me a call.

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