Hello All! last uni semester I had time to work on my first realtime 3D weapon. The module was light on a lot of important aspects of weapon design that I feel I failed to learn myself during the time I was making it. Would love to hear some feedback on this! to refer to on separate projects I might take on in the future.…
http://www.judicialwatch.org/flight77.shtml http://edition.cnn.com/2006/US/05/16/pentagon.video/index.html the full tapes have just been released and are available to watch on the "Judicial watch" website, after seeing the full tape i still see no airliner,if that speed is realtime then th speed it flew at the pentagon is…
http://www.heartworks.me.uk/ this is the effect that i'm after for a moving organic surface i'm working with. notice how the surface has an almost dynamic specularity to it? i cant quite seem to wrap my head around how to achieve this effect in realtime (specifically unity) as all of my tests end up looking stationary and…
Is this for a game? Which one? Just for fun? Cause i wont use normalmaps on this one. Only for details. Model the asset with around 100-200k poly. Thats fine for realtime asset if there isnt a real game around. Cars in Games does have up to 1mio poly in the showroom. And use only normalmaps for detailmaps. So it depends on…
In marmoset you can paint the cage distance pretty quickly in those tight spaces and get realtime updates on how it's looking. If your low poly is properly covering the high poly well in the first place your initial offset distance can just be so low that you will get all the high poly under the mesh before you get cage…
Essentially, fletch's shader is a realtime version of Neil Blevin's "blended box map" technique, which is available in the Soulburn scripts. It's a cool premise for some things, but a lot of the time I'd like exact control over how it looks. I suppose for open areas of grass and such, it's a great technique. I'm sure the…
Sorry for the confusion, basically you know when your playing a sports game and you have those giant televisions (jumbotrons) i think they are called. They show what is happening from a cameras perspective. Something like the above image not the best example, but i hope it illustrates what i mean? How would i have a…
really nice work, I like the idea to use udk for realtime architecture visalization ! What popped up for me were the blurry surfaces. Maybe you could increase the resolution of the lightmaps ? or are you runnning into performance issues there ? or is it you just did a preview-lightbuild ? I think improving your lightmaps…
I would have the space helmet bust up higher. It is leaps and bounds better than the hipster girl. I would also love to see a darker BG on here. The white really detracts from the images. Are there wires for the realtime hero? He doesn't look like he should be 8k tris, and I also couldn't even tell there was a spec map on…
A handful of different smoke/dust particles. Some could be smokey materials, other might be best as high rez flipcards. It's all pretty basic stuff there, just a LOT of it as movie rendering doesn't have to worry about games stuff like fillrate and overdraw. I had to setup something similar for a realtime cinematic. Looked…