Hey there everyone. So this is my rough ideas for the inhibitor model. Since I was sure what kind of look I wanted to give to it (Steampunk + Magic + Tesla Energy), I just made some variations of it. I'll be posting my progress soon. I hope you like it. Good luck to all :) .
Hi, Can anyone help to explain to me how both of these new rendering techniques work? They almost seem like magic to me: Steep Parallax: http://graphics.cs.brown.edu/games/SteepParallax/index.html Hardware Tessellation: [ame] http://www.youtube.com/watch?v=bkKtY2G3FbU&NR=1[/ame] Thanks a ton.
I'm working on a new game project and I thought I would share the player's weapon. It's a magical matchlock the player can upgrade in a modular fashion. Its suppose to resemble a really rough ink sketch and look 2D. Its about 3000 - 7000 tris depending on how many upgrades the player is using.
I'll be doing a re-design of Deep Terror Thresh. The idea is that Thresh's dark magic has taken over the creatures of the deep sea and commanded them to reanimate his corpse and collect souls to serve the sea. Big fan of the game and the champion, so this should be fun! cheers! :) LATEST UPDATE: -SC
Love the character. The scars are a really nice touch :) Oh yeah I know the struggle about retopo ... I'm using 3d coat for almost 2012 and I'm still happy with the tool. But after the new Blender release magic I want to give retopoflow also a try ^^
For what it's worth, I prefer having things like UI heights/offsets and things like that abstracted to a variable rather than hard-coded as a magic number - it makes it far easier to change it without hunting through the code for +=5 :P Or if you need to reference it elsewhere.
Disconnect from the Internet... I have yet to try this, but I know it would help me SOOOOOO much, heck... I find when polycount goes down for a bit, I magically find more time to work :P I'm so bad with time management :(
Don't want to be an ass but "That's just something people have to deal with (enabling aero works in some cases)" Perna 8-25-11 "But it looks to cause this issue, switch to Windows Aero Transparency or whatever its called and the problem is magically gone!" Ichll3D 02-14-12
Man, these remind me of some Miyazaki magical kingdom. I'd like to think that A, B, and E have some really strong weight to them. You could push the daintiness of F even further and really stretch the rotundness of it into different areas. Great stuff so far :)
Simple; it's just the smoothing groups. That object doesn't have any (hard edges), and the render to texture tries do its best... but normal map doesn't do magic. There's no way to smooth a 90º angle. Try smoothing the whole object, but you should definitely chamfer the edges.