So i know this is pretty subjective and also depends on the work (i.e current gen vs. handheld), but out of curiosity what do most people consider the favorable method of presenting finished work in a portfolio, fully triangulated and game ready or quads? as i see it here are the pros cons' quads: pros: shows how good your…
Good post Frank, I should add as a side note (as this is more of a technical aspect but part of an area I'm interested in) that the vertex split from uv cuts and hard edges results from the way today's realtime rendering works. This is not just some magic fundamental rule that just _has_ to be. The shader will process the…
Thanks Dave Jr for those pics.The look really good.Is there any way you can post wireframes of those shots? Also the trees and shrubs in the second one, were they added with photoshop or they are polygons?I would really like to know more about your workflow. @fade1 U are right,to get the best realistic results.High poly is…
Too many polygons are actually bad in realtime engines because of how the GPU works. The pixel rendering circuits are grouped in four and some of the functionality is shared, so the hardware works on tiny 2x2 pixel pieces at a time. If your polygons get smaller than that you'll start to lose efficiency, up to a level of…
Bone: Haha! Thanks - Ill try, though ive never made one - probably be hard to understand. And im fairly new to mental ray as well. almighty_gir: Thanks for the compliments, as i mentioned at the top of my post at the moment, its a mental ray shader just for rendering purposes. As for the number of maps, theres 4 in Total 1…
@norman: thanks; I'm gonna do some flow map usage research before continuing my script, it seems that some tweaking may be more than called for :) about the laginess: sorry about that, but there is really nothing I can do about it; it's the inherent laginess of changing a bitmap in realtime using maxscript. the viewport…
I think what makes foliage difficult, at least from my experience is the vertex normal tweaking you have to look at, and the alpha considerations. This is why I think SpeedTree takes all of that ballache out of foliage making. As you say, modeling a trunk / branches is easy. Distributing the planes etc for the foliage is…
Bugo, Brice & Illusions: I like your idea of the vertex texture blending, I think it would be very useful, and quite fun actually to see this in realtime as you paint! I have added it to the wish list :) And you guys are right - I think cgFX/HLSL would be the way to go. You could create a shader material which displayed…
G'day! :poly121: Been working on this for a while and even though it's gotten quite far and even though it might be too far in to do any mayor changes to it, I'd still like to see if you guys can see something horribly wrong that needs fixing that I haven't noticed yet. some shots from the "game": There are no real…
Getting this party started at last, part two of my intro thread here. This is a somewhat random jumble of my work over the past several years. I've included a couple traditional media pieces in the album. Both the pen & ink and charcoal used photo reference; my illustration instructor Jim DeWildt used to say if you can…