View Full Version : Architecture_Fprime_L8

05-20-2004, 02:51 PM
Ok, here are some images from my current work. Deadlines where crazy, and to make things worse the architecture suffered several drastic evolutions while i was building the model. FPrime was a lifesaver.

One thing i noticed, though, was that FP tends to re-introduce Aliasing artifacts at insane refinement levels. Bizarre, to say the least. Itīs production ready, at least for what i do, but the aliasing and grain issues hopefully will be solved in the next version.

Instancing is sorely missing with FP, which sux.

One interesting note, i built this maquete and all the elements separately on an old P3 500mhz with 396 Ram.

Later on i joined them for rendering on a 2 GB Ram P4, but until then i navigated semi-blindly, LOL.

Ahh, the cars and people are stockmodels.

Ok, here are the pics. I hope the compression hasnīt eaten them up too much;-)

05-20-2004, 02:52 PM

05-20-2004, 02:53 PM

05-20-2004, 02:56 PM

05-20-2004, 03:00 PM

05-20-2004, 03:08 PM
nice! how did you do the trees?

05-20-2004, 03:14 PM
thx. the foliage is geometry (spheres) with a vein clipmap. old very efficient Dave Jerrard technique.

05-20-2004, 11:31 PM
really nice CD_3D, nice trees ! Just a question, is it my monitor, I have the feeling those could be boosted a bit in Photoshop ... but it might be my monitor....

For F-prime, yes it kinda re-introduces AA Artifacts when "cooking for too long" espacially true for railing stuff.... also I'd love Steve Worley to release the Multithread F_Prime, he said it is ready and he 's fixing it I guess...

.... and shader support, I always use HyperSmooth for reflective stuff like windows and the like, and going back to the LW middle age reflections was a real pain ....

05-21-2004, 02:59 AM
Originally posted by CB_3D
thx. the foliage is geometry (spheres) with a vein clipmap. old very efficient Dave Jerrard technique.

Yup, if you dig around the web, you should be able to still find his tree tutorials, which are worth having. I've used it myself a few times.

Nice work by the way, are the ghost building deliberate, or is it something to do with FPrime?
With all those thin lines, I bet AA was fun, mind you, not that you worry about it with FP, just "yup...looks about right" then hit save :)

Andrew Sweet
05-25-2004, 09:09 AM
Nice work

05-25-2004, 11:25 AM
I just couldn't help to ask... What's that chimney for? :eek:

05-27-2004, 02:53 PM
Did you find that Fprime was able to handle high poly counts?
You know when you hit F9 on large scenes LW has to Optimize the scene....Does Fprime also have to do that?
Nice work,

05-29-2004, 08:44 AM
Really nice images! Only thing that bothers me is lack of a real sky/clouds/sun and that all cars have same texture, other than that excellent work!

06-02-2004, 01:22 AM
Great modeling! I have to ask though, the images are coming through REALLY blue, does anyone think my monitor needs calibrating? Other stuff here doesn't look so blue. :confused:

Displaymate says I'm o.k.

06-04-2004, 11:59 AM
Nice model !

Shadows are too hard and not enough contrast.

Try throwing in some big lumnecent polys to light the sceen with radiosity. and maybe a luminecent skydome to.