Softimage is way better than Max in my opinion. Easiest, most time-saving user interface I've ever had the pleasure of working with. And once you get into ICE simulations and building your own custom shaders... hell, even its built-in compositor is decent enough I hardly ever have to go to a third party app to do post process work.
ManSh00ter
*dispenses images*
Latest model, the Annihilator class planetary assault capital ship: <a href="http://img38.imageshack.us/i/siegecapture3.jpg/" target
I assume you're looking at data (_da) textures. Those contain various data in red, green and blue channels + alpha as follows: Green: illumination, more green, more illuminated that part of the texture is Blue: reflection, more blue means more reflection of the environment Red: specular, controls the amount of specular reflection of the model Alpha: bloom, controls the strength of the bloom effect (glow) So, if you want to change the illu
Honestly, the current limit shouldn't even be a problem. If you're running into problems because your ingame model has more than 50 000 polygons, the best thing is to redesign it, because its just too heavy for this type of game. It would be considered heavy even for the A list engines out there, unless we're talking about a centerpiece model. If you don't know how to do stuff, well, learn. :) That's where the real fun in computer graphics and game design is, learning and trying out n
Guys, when showing your models, it really pays off to turn on the wireframe. Otherwise a lot of the geometry detail cannot be seen.
The Volumetric mod has been incorporated in the Bailknight's Effects mod, which is compatible with the latest version of Entrechment/Diplomacy I believe.
Latest off the assembly line: Xin Heavy Interdictor Cruiser. The design for this one called for a heavy-set look as its supposed to be the "more armor, less firepower" alternative cruiser for players to choose over the regular Assault Cruiser. Hence I went for the beefy look. The gap in the middle is where the singularity goes. Iso: <img src="http://img708.imageshack.us/img708/1626/interdictorwire.th.
Very nice texture and model work there! What's the texture resolution?
Unfortunately, that's hardcoded. As soon as the explosion sequence starts, the ship is effectively destroyed.
Yep. But you have to add the motion bit because it looks silly if they stand still when they blow up.
It's possible. But I am resizing some texture animation files because they were too big anyway, so it should be fixed for the next version. I'm also adding a nice feature to go together with the dynamic combat, now there'll be a chance for destroyed ships to tumble out of control for a second or two before blowing up.
you thread-hijackers! [e digicons]:borg:[/e]
[quote who="IskatuMesk" reply="421" id="2865797"]High poly models are only worth it if you're really using the polies for something. Proper edgeflow is really important.[/quote] ^This. There is no wireframe to be sure, but it looks to me like you nailed hard surface modelling pretty well IskatuMesk! Though a lot of that surface detail can really be baked on, do explore that option. And Craig, thanks! :)
Here are some wireframe shots of the latest model I'm working on: <img src="http://
Also one thing to note - if your model is fairly smooth, as in not having overlapping geometry, deep grooves or high protrusions, don't waste too much time on AO since it won't make that much of a difference. Like global illumination, AO works best when there's enough geometry to produce soft shadows. For example, baking AO on a smooth sphere would have absolutely no effect. That's why baking AO works very well in tandem with baking the normal map (which is transferring high-polygon m
If you are using symmetrical models, then you can still bake the AO with overlapping UV's. Just UV map only one half of the model, bake the AO and then symmetrize the model. Your UV's will overlap 100% but the AO will also be there. For more complex stuff you can use some tricks to avoid obvious texture seams, such as using non-overlapping connector pieces or textures with less microdetail on them. To achieve better tangent projection, I recommend using a second, non-symmetriz
More 'shots till I find the time to make a new awesometastic thread: <img src="http://img10.imagesh
Thanks. :) As for manta look, I just had to take this screen: :p
That's the idea. :) Before the upcoming inauguration of the mod's facelift, here's a couple more screenies of two kinds of combat drones Xin use:
I never said Legend of Zelda was obscure. But it does not factor in the current discussion. The OP asked how come so many games (although I do not think there are that many) are cartoony. Obviously, complaining about the "cutesy" style of Sims or Mario, or any kind of "non-serious" game is kind of ridiculous, since that style fits the theme. Therefore I assume the OP is complaining about inappropriate use of such art styles, i.e. in games where the genre or content implies seriousness an
But WoW did start the cartoony *trend*. Because WoW is a trendsetter, like it or not. There is a whole spread of games which look and play the way they do directly because of WoW , not because of whatever game happened to "do it first". Its like that in many other game genres. For example, when you think which game influenced the "point and click" adventure fad in the 90's, games such as The Secret of Monkey Island come to mind. Other games, which were in my opinion eq
You misunderstand. It does not matter who started the trend and for what reasons. Blizzard's decision to go with cartoony art was based on appealing to the widest audience demographic possible and catering to the widest range of computer systems at the same time, i.e. maximizing the number of potential customers. After that, and the massive success WoW enjoyed, it became really irrelevant who "did it first". It does not matter anymore. Concerning games the OP mentioned, howeve
[quote who="OMG_blackmage" reply="74" id="2849310"] you know what.....I'll just leave this one alone.[/quote] Yeah, you do that. :D
[quote who="OMG_blackmage" reply="69" id="2848914"] Quoting ManSh00ter, reply 68Because fat cartoony Yetis are easier on the GPU. And Blizzard wants WoW to be accessible both to kids with homemade supercomputers AND their abbacus-wielding grandmothers. And everyone else copies whatever Blizzard does.Wait what?[/quote] I believe Blizzard initially went for the "cartoony" look because that requires very low polygon game models, consequently enabling a wider range of customers since