[ QUOTE ] None of these modify the silhouette, btw. It is not possible in DX9, since it works per-pixel. [/ QUOTE ] here is a pic from an article showing relief mapping altering the silhouette running in realtime on the nvidia 7800 gtx, a dx9 card. however if the limitation truly is in dx9 for wahtever reason perhaps they…
1.) I would try to use a realy high fow along with a distorting material effect in the post process chain. 2.) Not sure what you mean with an actual render. Any render is as actual as a max or maya render. You can render screenshots at super high resolution and turn all quality settings to max but you can't do any offline…
but surely you can see the sense of having: 1 amazingly strong sculpting/projection painting app 1 amazingly strong animation app 1 amazingly strong games 3d app (ie: faster/more efficient viewport with better use of realtime shaders etc.) 1 amazingly strong movie 3d app whereas right now you've got : 1 decent…
To attract any artist that will be committed, you need good organisational skills and communication. In my experience, not being paid, is not the be all or end all - with mods I've found the logic between development and creation a bit awry. No proper work schedule sometimes, no level playtesting - just getting artists to…
hey guys, notman: i had it looking perfect and it looked a bit dull. i do agree with the water, looks a bit like caribbean water. i have been toying with the idea of messing around with decails to create some ripples around where the water hits the lower pool. JKMakowka: yeah the thumb was pulled back as it looked like the…
What Ninas said is an absolute truism, so I'm not sure what's to disagree with. Working with 100% quads is_not_standard_practise for realtime models. It just isn't. In doing so you are slowing yourself up and making a less efficient model. econgalo, your model looks to be suffering from 'modeling a face from memory'…
sure Daz I may be defending this issue from the wrong angle. I understand what you and Arsh are saying about the sylistic difference. But, I've never found the difference in styles in WC3 and WOW to be THAT jarring in the first place - they always seemed like just two interpretations of the same reality. So I'd stick by…
You pretty much have to test your stuff in the engine that you are using. Max DX display could give you a ballpark idea how things might look, but you never know exactly how it'll look until you get it in the engine. Spec value and color seems to be one of the biggest issues. You could also use a custom direct x shader…
Just assign separated materials on the different surfaces. You can set up basic uvs but packing them like so is not necassary, maybe only if you want a unique ao bake. But this is actually rare. It does not worth it as usually ssao or lets go scifi, rt gives convincing result. However, having a unique layout as a secondary…
Swift loop is a single click after activating the tool. LC is two clicks after activating the tool. Thus, only one extra click. I won't argue the slide stuff is annoying though! Putting it in a modifier key would be cool. Ah, Keyhydra...must be nice, there seems to be tons of must-have tools in that thing... more random…