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#21 (permalink) | |
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Amateur Artist
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Quote:
Just a note to any blender users, blender now supports real-time shaders (normal maps etc.) using GLSL in the viewport, however you must use a recent apricot build from graphicall.org (e.g Blender-2.47 SVN 16253 - Apricot - GraphicAll.org) |
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| The Following User Says Thank You to tigger For This Useful Post: |
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#22 (permalink) |
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Senior Artist
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Hmm this is cool, you're free to do as you want themewise. I really wanna try entering if it's possible with my holidays and so.
edit: oh oh, I have a question: can you have a special, secondary UV-mapping on another channel for your shadow-mapping (not exceeding 2048)? the best mapping for diffuse and so isn't the best for shadowmaps I think. Last edited by Xoliul; 08-28-2008 at 09:05 AM. |
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#23 (permalink) |
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Founder of Statspaddling
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Addi: Concerning the character, I have no idea really. But about the shadow part, instead of modeling something to cast shadows and including it in the tri-limit, how about modeling it, rendering out your shadowmap, removing the model, and voila, you still got the shadow
![]() Xoliul: I don't see why that should be a problem, yet, I don't set the rules though ![]()
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#24 (permalink) | |
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Game-Artist.net Admin
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yes you can. , as long as your shadow maps don't exceed the given specs ![]() @ addi: you can add legs, they will be nothing more than props in you scene. . You can also use a mesh to cast shadows if it's included in the given specs.
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - Last edited by doylle; 08-28-2008 at 09:51 AM. |
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| The Following User Says Thank You to doylle For This Useful Post: |
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#26 (permalink) |
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Game-Artist.net Admin
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you can use 2 sheets of 2048 * 2048 (so, 2048 * 4096 in total). Your image is a nice representation of how one can split his space though, I'll add it to the start post
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#28 (permalink) |
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New Artist
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hi
just a simple question what is BSP brush... is it Boolean in 3d software.. I am new to this line and want to take part but i dont know any game engine, so what i should do for rendering part. I know max and maya or it is good if I use any game engine thanks |
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#29 (permalink) |
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Senior Artist
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In the simpliest way its a solid object that you create in Level Editor of engines such as Source or UE3. This regulation is propably there to ensure that everything in your scene is modelled using 3D app and there is no cheating on tri counts.
As for rendering your scene, you might think about using UE3 (UT3, GOW) or CE2 (Crysis) for example, they both give great deal of materials and rendering in realtime. I would also list source there but as there is no brushes allowed i think it wouldn't work ![]() |
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