Hey! Do you guys know what makes old graphics, old? Take a look at broodwar for example They are sprites made from 3d objects, but they have a unique look, maybe its the color limitation, maybe old render engines, what is it? Some more examples:
Update: By trial and error I have found precise formula for Height Adjust filter Multiply slider: square root of the multiplier between two Texel Densities For example suppose we have Td = 4 and Td = 15, thus 15 / 4 = 3.75 and now the square root of 3.75 = 1.936 so to obtain equal height magnitude between two Td = 4 and Td…
Not that hard, if I understand you correctly. Here's a super-simple example, max 8 format. Uses a UDynaFlect deflector, which lets you choose arbitrary geometry. Replace the particle system and you're good to go. http://www.ericchadwick.com/examples/files/particles_filling_a_box.zip
Hello! Ive been looking for help with a project of mine. I am working on a mod for a Unity-run mobile game called Dragon Quest VIII. one part of my project is including adding a new model to the game acting as an armor set for the main character to display when wearing a specific Armor Set. for the purpose of this, I wish…
I don't think that's an especially good example, i was just messing before going to bed ^^ You shouldn't look too much for complex examples and super large and impressive shading networks, some very basic effects can easily simulate a large range of materials :)
i saw some good hair examples from some of the entries in comicon challenge 2010, and the varga tut is a widely referenced method, but I think this topic needs exploring further by artist & engineers, or perhaps I just need more practice:) and another texture example I made with finer hairs
Make the meshes contiguous, as much as possible, this will reduce headaches later when binding the vertices to the bones (skinning). For example, take a look at how the shirt transitions to the pants, or the pants to the shoes. Street Cop by Mashru Mishu. More examples here http://wiki.polycount.com/wiki/BodyTopology
Put her image behind your model, and adjust proprtions until they match. Your hands are pretty small for example. Take a close look at the groin in the Hippydrome examples, and compare with yours. A rectinlinear grid like yours is bad topo for deformation, and also bad for sculpting.
I want to commission some low poly greybox ancient and futuristic structures for a personal game project. I would like to know how much it would cost for a small structure, medium structure, and large structure. Small structures could be a small ruins or tower or bunker, medium could be a more complex ruins or a base with…
I also had this question recently. I took some models from modern games (PUBG, MK11) and pretty much all of them do have thickness on "hanging" parts of their clothing - even if a tiny amount. Which seems like it's bound to have inter-penetrations when it's simulated. I guess I'm just thinking in terms of Unity cloth sim -…