All the build in stuff and most tutorials show how to create scenes and worlds that feel like a 1st or 3rd person enviroment.
I am trying to create a simlation or tactical game so i need a kind of god’s eye view of my world.
Everything i tried so far either looks very ugly or like you throw toy story into your garden.
Either the landscape looks right and the models in it look like toys or the models look good and landscape looks scaled too large so far.
Is there a good way to scale the view of the world so that whatever world you have looks like from bird’s eye view and doesnt look out of scale ?
Also tried ion another project to create a star system. The planets look kind of ok, but textures thrown on them look out of scale all the time too.
I did this with creating normal spheres attached to pivot nodes, but when wrapping textures arround them the planets look strange.
@ryukajiya said:
All the build in stuff and most tutorials show how to create scenes and worlds that feel like a 1st or 3rd person enviroment.
I am trying to create a simlation or tactical game so i need a kind of god's eye view of my world.
Everything i tried so far either looks very ugly or like you throw toy story into your garden.
Either the landscape looks right and the models in it look like toys or the models look good and landscape looks scaled too large so far.
Is there a good way to scale the view of the world so that whatever world you have looks like from bird's eye view and doesnt look out of scale ?
Also tried ion another project to create a star system. The planets look kind of ok, but textures thrown on them look out of scale all the time too.
I did this with creating normal spheres attached to pivot nodes, but when wrapping textures arround them the planets look strange.
The way to resolve these types of issues is writing custom shaders. Don’t fret if this is foreign to you. @nehon is working on a way of making this accessible to people who are not familiar with the GLSL shader language… (see the shader nodes thread).
Another thing that comes in to play is how well your assets match up. If your terrain is using great looking textures/high poly count meshes and your objects are using gimped textures and low poly count models… they are not going to look like they should be in the same game.
A third thing that can help smooth out the rough edges is use of post filters (like SSAO for instance) which can take two models that might not belong in the same scene and give them some commonality just due to the same shading technique being applied over both.
Its not only a perception thing, there are a lot of examples where this has been done allready.
Take a look at never civilisation games, or sim city games, or something like black&white.
Black&white is even the best example. It has small scaled stuff like the village, villagers, trees and it has the “normal” scaled creature running through this downscaled world.
Setting aside the creature i wonder how to create this small scaled world and make it look good right.
Thought maybe if i scale the whole world (root node) down it might help, but the result doesnt look good.
Tried to find somehting in viewport but everything i tried so far with it distarted the view more then it helped.
There is literally no difference between scaling the root node and moving the camera farther away in this case.
Either your assets work well together or they don’t. You may need to be more specific about what kind of terrain and assets you are using. If it is JME terrain then it presumes 1 unit = 1 meter I think. At any rate, your life will be a little easier if you use that scale.
You also may need to explain what “doesn’t look right” means. Because it sounds 100% like an art problem, to me.
I totally agree with what has been said previously.
I would add that military-like op-centers have the toy look-and feel (well… at least in films ) because units are too big with respect to the landscape. But this is so that we instantly know what you can move and what you cannot. Or the difference between civilian and target buildings.
Imagine you have to select a sniper stealth unit when you see it from far enough to see several kilometers of terrain at once !