this was just an example for a game that runs everywhere^^ dont worry about sizes and stuff, this comes when you choose an engine to show it in^^ this phase of the progress is called "optimisation"
I'd recommend bent vertex normals, and some vertex color ambient occlusion. http://wiki.polycount.com/wiki/Foliage#Vertex_Normals An old example (could use better textures):
Happy new Bi-Monthly! Nice concepts and work in progresses. @MikeKhine I think the blockout captures the concept nicely. Good job transferring the lighting/atmosphere! How are you planning to texture? Will you make use of trims? Will you add cats? Looking forward to updates. @J_East96 I think so far the blockout looks…
Awesome, thank you Swordslayer. To clarify for anyone who's not used to European numbers, #{1,5,25} is the vert number so you could sub this for 923 for example to select vert 923.
hello, i'm serious, there are mosquitos now adays, why for example they bite more when you are attacking a boss in a game console, is this because the body makes adrenaline which gravitates insects in someway we don't know about?
Hi guys i was wondering if anyone knew of any free/ premium PSD to TGA exporters out there which can export a certain group, for example gloss, as the alpha of your specular in a similar way to how DDO can do it. Thanks.
http://cast3d.org/ :thumbup: example at the page bottom http://cast3d.org/intro i use blender, but didn't do stuff like this before , what do you think ? i use linux , do i need to compile this ? , how ?
Sup guys, i have some trouble in SD with my plane. For example my plane is very glossy. I can try changing material but it doesnt work for me, can u help me ? Cheers B)
Normally I don't really care about keyboards, my current one is just a basic 104 key one with nothing fancy on it and even though I'm a huge fan of hotkeys for everything, I was never really interested in the gaming keyboards that had a bunch of useful macro-able keys. However I just stumbled upon this! Razer Anansi…
Can you show an example of this? Cuz this is usually done by drawing into a render target that is centered on the player, and moves with him. So this kind of effects can only appear around the player.