If you're interested in technical details, here's a talk on something similar in Cryengine: http://advances.realtimerendering.com/s2010/Kaplanyan-CryEngine3%28SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course%29.pdf It also mentions storing 16 bit normal maps in 8bit 3dc through encoding improvements and the same…
Have found maybe a bug or idk, but after 30-40 mins of working in Painter 2, layer's filters and opacity stop working (responding). Changing it and nothing happens. And I'm trying to use Tri-Planar projection and almost every time got seams for different patterns. The Position and World Space Normals baked with correct…
exact keyframes as far as I am aware seems like importing separate anim files is the way to go usng @ animation. haven't full tested yet but seems promising yeah this is my WIP . edit got rid of the sliding foot thing on the idle. Seems to be best to load separate anims TBH http://www.mikerusby.com/images/guardtest.html…
The game looks a little slow, but I think the animations (or lack of) are making the problem look much bigger than it is. The player could use a combat idle animation, as it is now he just stands there and his animations are a little stiff and slow. Also, it seems odd that they walk instead of run in combat. Combat should…
There seems to be a problem with the site when using Firefox, please try another browser. Also, the manual is installed with the app as PDF, available via "Manual" from the F-menu, or on the SD-card in the /spacedraw folder. There is now a detailed quick-start tutorial at http://www.scalisoft.com/quickstart.htm; this link…
are you making a high poly atm? if so I'd suggest using floatpoints for the thumb knob on the blade and the big silver circle which I can't think of what it is called atm lol but also make the rivets float too. I'f you're making a low poly version first I'd suggest starting out with a rectangle for the handle of the knife…
todays progress. Should i make the eyebrows even lower? I'm hoping I can try out some facial animations so maybe it would be best to leave room for frowning? idk.. :P Gonna move on to texturing now. Probably won't do any normal maps for now. depends on how our (my game project group at school) shaders will turn out.
Hi tja, Yeah, I'll do as you say - I need to read valve's pdf dcuments on lightning and mapping once again. How can I invert the G channel on the normals? Can this be done with xNormal software that I use? [EDIT] I just found out I've already done it - Lenny Agony sets the Y parameter of normal map on minus, so thats…
Hello ! :) So this my first blocking of the ultimate. It's not finished yet (I just need to put down the character and go back to the idle pose) but you can see the global idea of my animation. The main idea is a blend between the ultimate of reksaï, yasuo and garen. I'm going to add some rocks going out from the ground…
You don't need a lack of details. It varying your detail size. The majority of the details are high frequency/ small. I recommend on top of the dota pdf taking a look at the models in this thread. Its about have large details big armor plates, large spikes, large muscle groups, etc. Also really want to emphasize gradients…