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Pixelgent
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« Reply #420 on: February 22, 2011, 10:19:11 PM » |
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you can use parallax to fake cast shadows from the clouds onto the planets
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Toeofdoom
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« Reply #421 on: February 23, 2011, 06:58:52 AM » |
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Actually the shader was just under the SM2 arithmetic instruction cap, could've made a separate SM3 version I guess.
EDIT: Interesting idea anyway, what type of parallax do you mean exactly? Modifying texture coords based on light direction could work quite well.
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« Last Edit: February 23, 2011, 07:07:56 AM by Toeofdoom »
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thedaemon
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« Reply #422 on: February 23, 2011, 11:15:10 PM » |
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Newer  Older 
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McMutton
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« Reply #423 on: February 25, 2011, 08:41:25 PM » |
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Sward 
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 -KoE Devlog-
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swordofkings128
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« Reply #424 on: February 25, 2011, 10:25:15 PM » |
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Newer  Older  awww dude, that's balla as heck!! :D you should totally make a game with that as the main character.
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Inanimate
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« Reply #425 on: February 26, 2011, 10:59:36 AM » |
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Ahhh yeahhh! I love the engraving adorning the blade; etchings and such are one of my favorite things as a decoration. Those are some niiice colors, too. Well done!
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heretic
Level 1
hold your head up high
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« Reply #426 on: February 26, 2011, 11:16:33 AM » |
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I agree with Inanimate, great sword, man. Not as keen on the handle, as it lacks any real volume, but overall that's really nice!
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Snail
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« Reply #427 on: February 26, 2011, 06:55:34 PM » |
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My god, the detail on the mouth is ridiculous  Some of my older ones. Blender 3D and Photoshop. Portal!   Made this for a school project. The model is a lot uglier than it looks. 
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Pixelgent
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« Reply #428 on: March 01, 2011, 05:02:14 AM » |
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MegaLeon
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« Reply #429 on: March 01, 2011, 06:33:34 AM » |
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Hi guys I've been messing a while with low poly stuff in Maya but I can't seem to get the precision I want with low resolution textures. Going back to basics, I've tried creating a cube with a simple UV:  Everything looks fine in the viewport, and geometry-wise it should work as well, as the UVs are aligned in a 8*8 grid and the texture is 32*32. However, the render is screwed up.  Has anyone any clue on how to get clean textured models when the UVs are squeezed up due to space restraints?
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« Last Edit: March 02, 2011, 01:15:28 AM by MegaLeon »
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Toom
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« Reply #430 on: March 01, 2011, 08:19:34 AM » |
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Having finally found a (sadly rather hacky but functional) Sculptris port for OSX, I spent half an hour fucking around and this started to take shape:  Obviously needs a lot of work, and will probably never be game-worthy, but it's the first 3D modelling I've done in any capacity since...shit, when did Quake II come out?
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thecatamites
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« Reply #431 on: March 02, 2011, 11:41:19 AM » |
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made a bird knight thing 
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Popeye
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« Reply #432 on: March 02, 2011, 06:36:43 PM » |
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Great seeing some of my favourite 3d programs here (Blender, Wings3d), I've been doing some 3d on my spare-time for a couple of years now, often in short bursts (so much one wants to do, so little time) which sadly means I seldom complete anything. Anyway here's a couple of 3d sculpts I've woved to finish (by Grabthar's Hammer, so it shall be!) 
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biomechanic
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« Reply #433 on: March 03, 2011, 02:46:30 AM » |
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@MegaLeon My guessplanation is that because you are mapping UV coordinates (floating point values between 0 and 1) to pixels (integers between 0 to texture width/height), the mapping will never be perfect on account of computational errors.
You will have to compensate by padding the texture around the UV isles.
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Pixelgent
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« Reply #434 on: March 03, 2011, 03:05:37 AM » |
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 NOTE: ONLY USE THIS ON ONE UV POINT AT A TIME, MOVING MORE THEN ONE AT A TIME WILL COLLAPSE ALL POINTS INTO ONE.
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dantheman363
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« Reply #435 on: March 03, 2011, 01:05:20 PM » |
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My god, the detail on the mouth is ridiculous  Some of my older ones. Blender 3D and Photoshop. Portal!   Made this for a school project. The model is a lot uglier than it looks.  I think the model looks good to me.
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Nugsy
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« Reply #436 on: March 03, 2011, 04:30:24 PM » |
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What program did you use to create these? 3DSMax?
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Pixelgent
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« Reply #437 on: March 03, 2011, 09:18:06 PM » |
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maya
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thedaemon
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« Reply #438 on: March 04, 2011, 10:03:58 PM » |
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@MegaLeon My guessplanation is that because you are mapping UV coordinates (floating point values between 0 and 1) to pixels (integers between 0 to texture width/height), the mapping will never be perfect on account of computational errors.
You will have to compensate by padding the texture around the UV isles.
Padding my friend is the way to go. Break each block down and give them a few pixels of room betwixt them.
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Pixelgent
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« Reply #439 on: March 06, 2011, 10:12:25 PM » |
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Been trying to figure out how they made the awesome 3d trees in the new pokemon game and i think i got it, this test is using sprites that are not made by me and will be replaced in the near future. source for sprites can be found here
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