Blog | About | Contact | Submit Mod | Join Mod DB | Site Map | Media Kit | Desura | RSS
| Posts | ||
|---|---|---|
| What is everyone working on? #2 | Post Reply | |
| Thread Options | 1 ... 233 234 235 236 237 238 239 ... 247 | |
|
|
Aug 25 2012, 2:59pm Anchor | |
|
Looks amazing K21, only other thing i see, is that for some reason, the patch of bricks above the cutting tanks and then again on the other side at the end of the car-tire-ramp-things... The bricks just look like they're on top of the plaster, instead of the plaster being gone... I think it's definitely good enough for a portfolio! |
||
| Aug 26 2012, 7:33pm Anchor | ||
|
Continuing working on WorldAlpha. Getting close to Alpha testing. -- Site: Worldalpha.com |
||
|
|
Aug 26 2012, 9:19pm Anchor | |
| Aug 26 2012, 9:44pm Anchor | ||
|
Working on a Sonic Generations mod. We're re-creating several levels from the Adventure era, but in the Generations style. I really wish I was a better level modeler. |
||
|
|
Aug 27 2012, 6:19pm Anchor | |
|
A little experiment... DX:HR itself had been a rather mediocre game compared to the original Deus-Ex but nevertheless I liked one graphical trick a lot and that's the waving of canvas covers held in place on all sides. I recreated the effect in Blender using a static quad (4 points only, not moving) and some node material. Two example videos one with parameters for weak/gentle wind and one with parameters for strong/violent wind.
|
||
|
|
Aug 27 2012, 7:56pm Anchor | |
| Aug 28 2012, 9:38pm Anchor | ||
|
Bloody cool DragonLord. |
||
|
|
Aug 28 2012, 11:27pm Anchor | |
|
Just a small piece I worked on about a month ago, enjoy. Edited by: MtM0201 |
||
| Aug 29 2012, 1:43am Anchor | ||
|
--
|
||
|
|
Aug 29 2012, 9:41am Anchor | |
|
My, that is a beautiful nose! *Sarcasm aside, really nice job |
||
| Aug 30 2012, 8:37am Anchor | ||
|
|
Aug 31 2012, 4:29pm Anchor | |
|
Good work everyone @Jazzbyte123: I like the skin, so I decided to just edit the picture a little: -- Luciano Giacomozzi |
||
|
|
Aug 31 2012, 9:24pm Anchor | |
| Sep 3 2012, 10:44pm Anchor | ||
|
Just uploading my Team Fortress 2 MVM Advanced game onto Youtube -- My Youtube Channel where I make gaming related videos & more! Follow me on Twitter to find out what I'm up too |
||
|
|
Sep 4 2012, 11:12am Anchor | |
|
A new track I have just composed for the OverDose soundtrack:
Edited by: LucianoGiacomozzi -- Luciano Giacomozzi |
||
|
|
Sep 4 2012, 4:40pm Anchor | |
|
You have a direct link to it? Whatever it is, it's blocked. |
||
| Sep 5 2012, 8:06pm Anchor | ||
|
Not working on a game at the mo but im working as if i was. I've come up with an idea for a tower defense C&C hybrid each of these little scenes are tiles/towers. I'm trying to keep them below 1500 polys and reuse items as much as possible. All together i have 8 tiles planned, 3 of which are basically finished and they take about a day each to model unwrap and texture. |
||
|
|
Sep 6 2012, 3:16am Anchor | |
|
LucianoGiacomozzi wrote:A new track I have just composed for the OverDose soundtrack:
great one. Love the brass, sounds like OBC. Your submission for the stand out contest was cool too. Cheers Edited by: ComposerGuy |
||
| Sep 6 2012, 7:15pm Anchor | ||
|
stocko2k wrote:Not working on a game at the mo but im working as if i was. I've come up with an idea for a tower defense C&C hybrid each of these little scenes are tiles/towers. I'm trying to keep them below 1500 polys and reuse items as much as possible.
All together i have 8 tiles planned, 3 of which are basically finished and they take about a day each to model unwrap and texture. Theres tons you can optimize on that, you could bring that scene to lest 1000, then add more detail, rather than have all those polys on the roof, its 3-4 flat surfaces, so it doesnt need the 19 or so polys there, in addition to that, it looks like you used extrude or slice to make alot of the detail... this can be done better with primitives then added into the mesh to allow the deletion of hidden faces. The textures look good, they remind me a bit of cnc generals, the distance you screencaped at works well for the detail level of the scene, it looks like it would fit into a rts game easily. Edit: something like this Edited by: TKAzA |
||
| Sep 7 2012, 3:01am Anchor | ||
|
|
Sep 7 2012, 5:41am Anchor | |
|
TKAzA wrote:
.... it looks like you used extrude or slice to make alot of the detail... this can be done better with primitives then added into the mesh to allow the deletion of hidden faces. By that do you mean something like, instead of extruding, adding another (e.g.) cube and transforming it? Then combining the two into a new object/model? --
|
||
| Sep 7 2012, 5:52am Anchor | ||
|
Models dont need to be all one mesh, you can fill details with primitives, then delete the backfacing. Edit: This is how it saves on poly, after inserting and extruding you are left with polys that have no use as they are all on the same planar angle. The other option is to fake these details with primatives. Edited by: TKAzA |
||
|
|
Sep 7 2012, 6:23pm Anchor | |
|
ComposerGuy wrote:
LucianoGiacomozzi wrote:A new track I have just composed for the OverDose soundtrack:
great one. Love the brass, sounds like OBC. Your submission for the stand out contest was cool too. Cheers Thanks man! The brass was from Albion I. Thanks again! I appreciate it! -- Luciano Giacomozzi |
||
|
|
Sep 7 2012, 7:40pm Anchor | |
|
Ahh, now I see where you are getting at Tkaza. Thanks for the additional info. I didn't really think about it all the way. I see how this method reduces polygons quite significantly. I'm gonna have to try it out for myself. Especially uv-ing can be quite different I suppose. It's a common problem in modeling for me that I often don't break things down enough. I do now more than before, but it's still not enough to be really optimal. I really need to figure out how to export and handle sharp edges and smoothing groups. I need to work more with actual game engines, like UDK. Edited by: SinKing --
|
||
|
|
Sep 7 2012, 7:49pm Anchor | |
|
Depending on the rendering method (forward, deferred) saving on polygons doesn't necessarily improve performance. You save on the triangle count but the number of touched pixels does increase (in the worst case if triangles happen to be rendered back to front). Hence it's a trade-off between more vertex shader work (more triangles) or more pixel shader work (less triangles but larger number of covered pixels). Also if there is the possibility for somebody using a transparent material on such a model these tricks can also backfire. |
||
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.