Character/Creature Designs (2016~2018) Toradae are a closed species by Falkzii https://falkzii.deviantart.com/ Bitaur are a closed species by Gator/Gatorstooth http://bitaurs.deviantart.com/ | https://twitter.com/gatorstooth | https://gatorstooth.deviantart.com/ Squipchi Dragons are a semi-open species by Asheds…
Hey man, just browsing on here, thought I'd check out your portfolio. The beach scene caught my eye and I thought I had seen it before. Turns out I had, only it wasn't you! :poly124: It was from this video from Derby Uni, starting from 1:33 [ame=" https://www.youtube.com/watch?v=6Q4WSXzIFDs"]2012 CGMA Environment and Prop…
The difference is that you store the whole mesh like this. Not just the displacement. The input format is more ideal for the gpu than what we do currently. No actual mesh needs to be stored (no traditional vertex and id list), just some textures (position and normal is must, but you can store other stuff too), and we…
Look up 'Hollywood Accounting'. Thanks to shady-as-fuck reporting practicies, just because a company posts a loss, doesn't mean they actually made a loss. This is also the same in the games industry, as it happens. Return of the Jedi "never made a profit", despite having earned $475 million at the box office (a staggering…
We actually have a modeller working on props, but we need another modeller and one animator to cope with our needs. See direct links to videos below in case you had not seen them on the blog: [ame=" https://www.youtube.com/watch?v=PjLIIVoyzW4"]UDK PECERA IGOR COMP - YouTube[/ame]…
Team name: Gnomes^Nth Studios (Not registered or anything, just the name of the website) Project name: Imperiums Brief description: A sci-fi tick-based Browser based game with a simple graphical map in very, very early production. I've been mainly doing back end things like code to generate the map database, game database,…
The diffuse color, and actual texture sampling happen in the fragment/pixel shader which as you can see is rather light. A baseline static color into diffuse phong model generates 38 pixel shader instructions and 33 vertex instructions. ie this Changing THAT material to blend_translucent instantly increases the vertex…
I have to agree with you! :thumbup: I will suffer so much waiting for its launch... I'm sure this time Nintendo will do things right, and certanly managed to amuse me! <3 Still I can't understand how PSP can render 33 milions of tirangles per second and 3DS only 15.3 milions, while 3DS has a noticeable better graphic look.…
Yeah I agree most of the Apple bashers have never owned an apple product before beyond maybe a computer. I used to do the same thing until I became the owner of an Ipod touch and could clearly understand what all the hype was over. Then to imagine this could be a phone with internet anywhere? So I got an iphone. It doesn't…
That looks amazing, what an interesting use of motion vectors. I've seen this used before in After Effects but not in real-time. I wonder how far you can optimize a flipbook sequence based on this technique. That is, how many frames of the original 64 frame sequence you can safely cut away as they can be somewhat reliably…