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Socoder -> Concept/Design -> Space Graphics

Sat, 24 Nov 2007, 15:22
HoboBen
I've seen so many lovely screenshots of games with amazing space graphics like nebulae and other attractive universe things like dust clouds that you can fly through, and atmospheric effects when you leave and enter a planet.

How on earth would I implement something like that in a program? Especially considering I'm artistically challenged

Some good links would be appreciated

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Sat, 24 Nov 2007, 16:10
Scherererer
Newer games use something called volumetrics. Older games use simple static particles. And for those that you don't fly through, its just a skybox, probably made in photoshop using filter>render>clouds, filter>render>difference clouds, image>adjustments>levels, image>adjustments>hue/saturation.

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Sat, 24 Nov 2007, 17:28
JL235
They also use sprites too of clouds. But I agree, some space games are truly beautiful. Nexus looks pretty amazing whilst Homeworld 2 proved that space is far from black and can even be at times a little claustrophobic.
Sat, 24 Nov 2007, 19:16
HoboBen
Ok, cool. I've googled volumetrics now, and got a few ideas.

All the skyboxes that I've ever done look awful in-game, but I guess I should Google some more on that topic.

|edit| Yeah, how do you fit a lot on skyboxes with out it looking all pixelated? |edit|

Thanks both.

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Sat, 24 Nov 2007, 20:45
blanko1324
I know that 'Freelancer' used actual Hubble photos for their sky boxes. You could try that!

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Sat, 24 Nov 2007, 22:32
Scherererer
Get the Eve online 12-day trial. Its an MMORPG set in space, but it is beautiful, inspiring just cruising around in your little ship. They did a magnificent job i felt with the skyboxes and planets and space stations and things.

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