There's a few systems in use for offline rendering and of course there's good simulation available in engineering software but for realtime work it's still a way off being viable. Things like chaos or working with voxel data are as close as you'll get in games
http://www.battleteam.net/tech/fis/ All I can say is WoW and why are most developers not doing this? Imagine playing a spy game where you actually had to ssh to remote server become root and shutdown a system to pass a certain point in the game :-) Why dont most developers take advantage of this?
Pixar releases OpenSubdiv :) http://graphics.pixar.com/opensubdiv "Maya and Pixars Presto animation system can take 100ms to subdivide a character of 30,000 polygons to the second level of subdivision (500,000 polygons). By doing the same thing in 3ms OpenSubdiv allows the user to see the smooth, accurate limit surface at…
For those of you still interested in Megatexturing, here's an interview featuring two of our programmers and a bunch of nice screenshots from ETQW's Megatexturing system. It covers a lot of the more technical benefits and issues of using Megatexturing. Quite an interesting read, I thought!…
So I'm working on a curve based facial rigging system and I'm getting to the point of hooking everything up to each other and I'm now getting a glitch in my mesh. Can someone maybe help me out here? here's a video of what's happening. https://vimeo.com/204734113
Hi there folks, Trying to get into zbrush and practice some sculpting, first time making a hand, took me a while, I'm looking for some crits on this. Any 2 cents would be great!! The sculpt is about 2M polys for the whole thing. Also, what's with zbrush's weird layer system :/
tried to test the trial of max 2k9, then at the end of installation it gave me an error message, and told me to contact the system admin (hum) since vista sets me naturally as not the admin.. how do i become admin of my own fucking computer? max 8 installed fine though.
I know it's possible to have Mental Ray take an extremely high resolution texture and the further away the object is from the camera, all the textures are reduced to a minimum of 1K so the render is not using system resources to render an object in the distance. If someone can gear me in the right direction ?
We're very excited to announce the release of MARI Non-commecial and the 3.1 update which includes mGo System, Steady Stroke and context-sensitive help:. https://youtu.be/PDriAlKXfJE https://youtu.be/SQqAh6OmLME https://youtu.be/itzNxlyvmS4 You can find the Non-commercial version here.
Another game engine question, I've found an abundance of tutorials regarding props / weapons input into the hl2 engine. Does anyone know of any tutorials / workflows that involve character studio / bones system in 3d max? I've tried :- 3dbuzz, wiki, wonderboy, cgtalk and a few other sites.