wailingmonkey
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Posts posted by wailingmonkey
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If you're using diffuse+normal then you could write a shader/material that takes 5 diffuse and 5 normal textures with
16 variations on each and get 80 textures you could use on a single model.
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hmmm...normal-mapped facial wrinkles to go along with morph shapes (eventually)...<rubs hands together>
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a shader like this would be handy for lots 'o folks. ( <- gentle nudge to shader-minded generous programmer-types)
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thank yee kindly.
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Indeed...Happy New Year, dewds and dewdettes!
2009 was kinda sucky (but full of new experiences)...bring on 2010!!!
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thanks for generously sharing your work on these, Eternal Crisis.
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some good modeling tips for overcoming poor deformation:
http://wiki.polycount.net/Limb_Topology
hope it's of use to you...
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Some links that may be of interest:
http://www.diardsoftware.com/ (software...dunno if it's worthwhile)
http://gallery.artofgregmartin.com/tuts_arts/making_a_star_field.html (photoshop tutorial)
And here's some stars I made using a Photoshop action (preview attached)
hope it's of some use to you...
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Here's mine:
Example of collision detection system and response to detection -- specifically for something like a combat game (melee).
Ideally it would cover how to take a character combat scenario (for example, a sword fight) between player and NPC,
break down how to best set up 'damage indicators' (parented hidden geometry? or direct access to bones?), then use
the resultant information to respond in some fashion (probably que a specific animation in response to amount of damage).
Doesn't have to be the above example, just looking for a fairly common situation in games that could be extrapolated out
into other variations. (teach a man to fish, rather than serve him one)
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howdy guys...just signing in.
Node based material / shader editor
in Game Artwork
Posted
sweeeeeeeeet! ( <-bets you will see some increase in sales as a result of this
being added to 'the bullet list' of features)