2013-04-14, 09:44 PM
Working on this. Rendered in terragen.
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Metasequoia modeler tutorials and Keynote translated plugins
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2013-04-15, 03:28 PM
Looks great Mark! Do you say dunny in the south? We usually say bog or something just as crude.
Does anyone know of any line extrusion plugins for meta? It would save me alot of time.
2013-04-16, 09:36 AM
The edge extrude. Plugins/select. Extrudes at zero then use the move, scale, rotate. Make sure you have the relevant obj selected in the obj panel.
2013-04-16, 01:54 PM
I don't know how I ever managed without it This, and loop select and bridge. I notice with ver3 that the inbuilt edge extrude now has a constrain to axis (shift) but only works in screen rather than world
2013-04-18, 10:32 PM
Oh, now that I look close I see the "Bruce Sheila"; it really is a bathroom! Being an ignorant American, I thought you guys were using dunny to mean a "hovel" or something. Where I once lived in Arizona, there were American Indian adobe houses that looked a lot like your building so my brain went there. Nice use of normal mapping :)
2013-04-19, 06:44 PM
Height map, normal and AO texture editor and creator to watch, its in beta at the moment
https://www.knaldtech.com/ Nice flowers Mark :)
2013-04-21, 05:47 PM
(2013-04-19, 06:44 PM)Verdite link Wrote: Height map, normal and AO texture editor and creator to watch, its in beta at the moment I am not so sure SOM games will benefit from this kind of esthetic. Mind you these are fine technologies. But artists are prone to get excited about effects like this and not question whether or not they actually complement the art. For instance, Ico, SOTC, KFIV, all very nice looking games, none really using the generic game esthetics of today. Where they might, sparingly, and to good effect. I just want to caution artists to think critically about their tools. When you make a house you can use a hammer to drive in nails, or just use the hammers to beat in things at random for using the hammer sake. I also caution artists because we have a lot of really great older games, and we have a lot of really blah newer games, many outlets are predicting a looming video game sector crash like in the 80s. Visual effects can't make a bad game good, and they can't make a good game bad. But they can make a good game ugly. That's just shy of a lose lose proposition. Never mind that, I felt like typing something up, just because that page mentions OpenCL. I am hoping by the time Dark Slayer is rearing to go that it will be possible to port its algorithms over to OpenCL so that it can be very much accelerated. OpenCL is still a very new standard. It will be some time before it is ready to be put to good use. |
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