i use the selfillumination for faking SSS. So basicly i have a falloff set up in max. The more the light hits the sruface the more it will be illuminated. the map defines which areas are more illumnated, the nose for example has no real bones, so the light can go thorugh it easyly. Thats the reason why our noses are a bit…
My 1st animated model into the source engine. Crap I know but it was a test to see how hard it was lol, wasnt all that bad an experiance now for the real deal.. Snowfly thats a brilliant piece, makes me glad im a Flynn
Been working on this since March. I did all of the scripting for the game. Basically, I integrate all artwork into the game engine. Took this pic from our G2E game show on Wednesday in Vegas. The game is only about 30% done.
Thx for the comments, I don't go too far on some details because we work on a mod for w3d engine, wich is limited with quality. Anyway, here is my last work. Enjoy. Model by Nightcrawler Unwrap by Volkov Skin by Renardin
not sure how universal this is but on the psp non square textures get resized at runtime to the nearest full square size so 120x34 would become a 128x128 (at least in our engine) edit: actually I could be mistaken, it might just become 128x64
[ QUOTE ] Jarrod why dont you just start taking screen grabs instead of making renders. Your quick renders are kinda making it look weird. [/ QUOTE ] you mean viewport grabs? well, to speed up rendering i don't use dx materials for the viewport, so if i did take viewport grabs it would look even worse imo, the normal…
ATM I'm working on Misc Models for our new Q2E engine based game called "OverDose". http://www.quake2evolved.com/overdose So in between new engine tests with high poly terrain and blending i'm making misc models for the map with local maps and specular. I'll post a few shots here in diffuse lit only, and the rest can be…
some more work on this steampunkish train thingy ive been making on my free time(i might actually get enough time to start on the engine and steam pipings on my winter break ) still 100% diffuse,no baked lightmaps yet either.
K, unless I've made some glaring mistakes I'm calling this guy done, now on to rigging for the game engine. I actually managed to come in under my 3500 polly budget and still have all the detail I wanted Crits welcome.
I wasn't aware of the limitations in your engine. If it will have multi-textural blending later, then I'd just wait on the path. It would just improve the scene. I would round out the stalagmite more. On the tips and the sides. Not sure where your poly limitations are though.