Hi Kbrom12, That's the method I was already using and it does a lot of flickering. Hey Neox, I tried your idea and I think it's the best way. I get exactly the wireframe look I'm looking for. Thanks
In the "seedier" sections, might I suggest some slightly malfunctioning lighting with teh neon mostly having some flickering here and there randomly. and maybe a fuse box that's been tampered with enough to shoot off a few sparks?
Quick turnaround: http://vimeo.com/13891865 I'm having some weird errors where the ropes are flickering and I'm unsure why. Besides that, any comments about the presentation? Also, how do you embed video?
Trying to model everything into one mesh I don't know what that was about. I guess the fear, that shit start to flicker or look weird when two meshes just merge without a clear visible cue (soldering line or something).
It would be better and make a little bit more sense to blend the color of the lights with a secondary source...say from the side walls...red is too often seen and gets weary. Should make it flicker by adding one or tow broken lights.
Thanks Flava-Fly. Those aren't final images for my folio, just screengrabs to show you guys and get some crits and ideas. So yup, the info stuff of the cryengine flickering around will be removed ^^. thx and cheers
Don't get me started on render times for glossy reflections that don't flicker ;) On the other hand, specular + lots of lights gave us surprisingly results recently, at least from the way everyone was wondering about the "cloth shaders" ;)
Hey folks, I'm working on a private project of mine. Base model and colors are done. I would like to have some C&C. Starting with the real textures now. The plan is to have a nice lit "island" at the end with some candle flickering. brgds.
Hey guys, Was wondering if anyone has a giant chicken kickin' around in their w.i.p folder, or would like to model a superlow-poly goofy clucker? Maybe just enough Geo on the face for a frown & Smile... Basic Lambert/blinn shading is cool. No texture work would be needed.