Thanks for the nice comments!

The scene was modelled in 3ds max, and textures were done in
photoshop. Because of the limitations to model complexity, we did the
textures first and basically painted in all the shadows and details in
photoshop. Then we took that into max and mapped it onto a very basic
shape, more or less the inside of a cube, and then refined it a little
bit, by extruding areas to support the light/shadows that were painted
on the textures. Then back and forth a few times between photoshop and
max to make it look right. It's pretty much the reverse way of what we
normally do, but it works well for these types of low-polygon natural
scenes.

The waterfall is made using a scrolling texture, and a couple of
polygons spinning to create the 'foam/fog' effect. The vegetation is
made from flat polygons, with a texture that moves slightly from side
to side, to make it seem like it's swaying a little. The same goes for
the tree to the right, which are planes with rotating textures.

The sun flare, is a single polygon with additive blending, which
scales and fades depending on how directly the camera is looking at
it.

All in all the scene is around 2500 polygons.

The puzzles were made up as we went along, and weren't planned as we
were primarily looking to test the 3D. All in all it took around 4
days to make from start to finish.

And that's more or less it.

On Jul 23, 9:28 am, Greg209 <[email protected]> wrote:
> I too couldn't find all the pieces :( Are they all in there?
>
> It looks and feels truly amazing.
>
> I'd be really interested to know a little bit about the processes you
> went through to create such a piece. e.g. how the scene was modelled,
> how it was textured (the textures and lighting on the scene are really
> excellent), how long it took to build, etc
>
> Thanks for showing your work.
>
> Greg
>
> On Jul 23, 12:45 am, MadMax <[email protected]> wrote:
>
>
>
> > Wow that is fantastic, nice work.
>
> > I managed to work it out and get inside the hidden entrance. :)
>
> > On Jul 23, 7:10 am, Peter Kapelyan <[email protected]> wrote:
>
> > > That is really amazing. I couldn't find all the pieces but its surely a 
> > > nice
> > > piece of Flash work, makes me want to figure the puzzle out.
>
> > > As far as engine improvements you can add them here, to this group! I'm 
> > > sure
> > > if it's worth putting into the engine, it will make its way in. Thanks for
> > > using the engine and contributing back to Away3D!
>
> > > -Pete
>
> > > On Wed, Jul 22, 2009 at 5:02 PM, fredborg <[email protected]> wrote:
>
> > > > Hi,
>
> > > > We've been fooling around with Away3D for a short while to see if
> > > > Flash is viable for doing 3D stuff. And I must say, we're impressed
> > > > with it so far. You can check out our first experiment here:
> > > >http://www.frecle.net
>
> > > > A really big thumbs up to all the people involved in the project!
> > > > Incidentally I had a tinker with improving the 3ds loader, so that it
> > > > maintains transforms, but I don't know how or where to submit
> > > > improvements?
>
> > > > Let me know what you think!
>
> > > --
> > > ___________________
>
> > > Actionscript 3.0 Flash 3D Graphics Engine
>
> > > HTTP://AWAY3D.COM- Hide quoted text -
>
> - Show quoted text -

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