Been playing Resident Evil (for Game Kube) for the last 2 days, and I was wondering… How the hell do the Capcom guys do those environments?
I mean, there are pre-rendered environments, but the characters can still walk in front, behind, or on top of the pre-rendered objects (tables, columns, etc) in the environments?..
How? Is there a way to do this this to Blender, or the textures would be just WAY to much…?
1.- Create a scene suitable for non-realtime rendering
2.- Render it and save the image
3.- Create a plane far away from the camera, and modify it so it covers exactly the rendering area of the camera (this is easier from camera view)
4.- Make the faces of floor and walls invisible (for avoiding uvmapping artifacts)
5.- UV-map the saved image to the back plane.
6.- UV map the same image to the small objects on scene so viewed from the camera they look all aligned with the back plane’s texture.
7.- Add actors and dynamic objects.
my guess is htat they have the pre-rendered enviornments, then they add invisable objects where the nice ones would be to simulate it, and those objects would be low-poly.
Yes, it will. Most OpenGL drivers only support a texture resolutions up to 256x256. So you should just make some faces more for the backdrop object and map multiple textures on it.
:D, Great, btw, I have a nice tip for you. When you want to find some inspiration for a game, just think of it’s theme, then watch movies that are the theme you have chosen. Afther this, make some consept art on paper, and on your pc, that can be really usefull to function as a sort of guide. 8)