• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
lucky6969b

How do I maintain a good quality real time rendering without textures?

7 posts in this topic

I mean to use shaders such as the one found in Introduction To 3D Game Programming With DirectX9.0c A Shader Approach
When a texture is intermixed with materials, it is of good quality, what about that shader without the texture?
I have discarded the textures because our artist refuses to share his.
Can I use that book's shader but still having good quality rendering?

[code]
//Sampler
sampler DiffuseSampler = sampler_state
{
Texture = (texDiffuse);
MinFilter = Linear; MagFilter = Linear; MipFilter = Linear;
AddressU = Wrap; AddressV = Wrap; AddressW = Wrap;
MaxAnisotropy = 16;
};

//Pixel Shader
float4 ps_lighting(VS_OUTPUT IN) : COLOR0
{
// float4 color = tex2D(DiffuseSampler, IN.tex0);
//return color * IN.shade;
float3 texColor = tex2D(DiffuseSampler, IN.tex0).rgb;
float3 diffuse = IN.color.rgb;// * texColor;
//return float4(diffuse + spec.rgb, IN.color.a);
return float4(diffuse, IN.color.a);
}
[/code]

Thanks
Jack Edited by lucky6969b
0

Share this post


Link to post
Share on other sites
To get a decent looking reder you're going to have to use textures at some point. That's the whole reason behind [u]"pixel"[/u] shaders.

Why cant you create your own texture? Or download some? You can even purchase texture packs. Just google 3D texture packs or visit [url="http://www.cgtextures.com/"]http://www.cgtextures.com/[/url] for free ones. Just make sure your read the "terms of use" and "license".
1

Share this post


Link to post
Share on other sites
you can do this with lighing. or different aproaches of shading!

i allways try to get shaders working in black & white befor adding textures (you can offcourse skip this step)

here is a image to get you going!

[img]http://public.gamedev.net/uploads/monthly_06_2012/post-158805-0-29449400-1339512628_thumb.png[/img]
(NOT MY WORK)

as you see, this image is pretty sharp, it has good lighting, and some ambient effects, but no texture and you still
see what it is supposed to be.
0

Share this post


Link to post
Share on other sites
[quote name='DJTN' timestamp='1344432322' post='4967385']
Why cant you create your own texture?
[/quote]
This is very good question. I program games for fun and I make my own textures. I simply take my camera, go outside and make a photo, then I just make some tuning and all is done. There's a bunch of free software that will help (like nvidia's normal map generator) :)
If you want to have a texture that can't be found in real world, there's a lot of tutorials about making them.
Another idea might be creating a texture inside a shader, but it's a little bit more advanced approach :)
0

Share this post


Link to post
Share on other sites
@InvalidPointer: You stole my line. If the artist won't provide art, the relationship isn't working. Unless there is some licensing issue and they're using commercial textures on their model, which is also bad.

You can work without textures for now, just use a flat color instead of the texture, e.g. use float(1.0, 0.0, 0.0) for red instead of tex2D(DiffuseSampler, IN.tex0).rgb.
0

Share this post


Link to post
Share on other sites
[quote name='Tordin' timestamp='1344432854' post='4967386']
as you see, this image is pretty sharp, it has good lighting, and some ambient effects, but no texture and you still
see what it is supposed to be.
[/quote]

Well, not so much. You can see the shape (that's where lighting helps the most) and you realise it's some kind of terrain (old-school, minecraft-like), but you don't know whether it's desert, grass, dirt, rocks. Or even Earth or Mars?
You can be perfectly fine without textures, but you'll get a specific look (which can be great for games, these days it's kinda popular to come with new or simple looks), but most probably it won't be realistic. Stylish, not realistic.

Textures don't provide only color information, but also additional small details which you would have to model via polygons otherwise.
And also colors aren't solid in real life. You can make brownish block, but people won't realise it's supposed to be wooden plank without a proper wood texture. Edited by Tom KQT
0

Share this post


Link to post
Share on other sites
Hi,

you'll need to add some slightly advanced lighting techniques to get the effect of the provided screen shot such as SSAO or some other ambient occlusion method and shadow mapping of course.

Cheers!
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0