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/**
Once you are done trying to ‘optimize’ this routine,
and have realized what a terrible mistake that was,
please increment the following counter as a warning
to the next guy:
total_hours_wasted_here = 11
*/
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Community-Fossil
Beruf: Teamleiter Mobile Applikationen & Senior Software Engineer
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/**
Once you are done trying to ‘optimize’ this routine,
and have realized what a terrible mistake that was,
please increment the following counter as a warning
to the next guy:
total_hours_wasted_here = 11
*/
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3Angle
unregistriert
Wie bekommen die sowas hin?
Und zwar gibt es bestimmt Hunderte von verschiedenen Felsen im Spiel. der eine groß der andere klein und alle haben andere Formen.
gibt es für jeden Fehlsen ein 3D Modell oder wird das anders gelöst?
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/**
Once you are done trying to ‘optimize’ this routine,
and have realized what a terrible mistake that was,
please increment the following counter as a warning
to the next guy:
total_hours_wasted_here = 11
*/
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Zitat
Der RCCSWU (RandomCamelCaseSomtimesWithUndersquare) Stil bricht auch mal mit den veraltet strukturierten Denkmustern und erlaubt dem Entwickler seine Kreativität zu entfalten.
(http://www.polycount.com/forum/showthread.php?t=98332&page=5)Zitat
So during the construction of the Oasis Map I decied it would be awesome to take pictures like every day and make a gif out of them too see how the map builds up. Didnt do it everyday but got enough that I thought it was worth a share to some of the guys at work, enough people liked it that they posted it up on the ND website since patch 1.1 released today.
Wish I got more of the early design and at the end it jumps a big deal because I forgot too keep taking pics but hope you guys enjoy it
Siehe http://www.polycount.com/forum/showthread.php?t=98332Zitat
@ayoub44 - For modeling everything was modeled with traditional modeling tools. No high polys were made for any of the rock assets. The work flow is more like....quick blockout, more detailed blockout, texture artist makes textures based on the style of rock(lots of talks about this) UV's model, I make more changes and final detail, texture artist dose final pass of UV's and blending.
My texture artist sculpted rock tiles in Zbrush based on the style of my models since all models use tiling textures, no unique. To break things up we use blending.
Same for the broken buildings, some of the buildings were created based around the texture details as the textures were already created. Broken tile parts were modeled by cutting along the tile texture.
[...]
A question I get a lot. Do you sculpt your rocks/make high polys for them?
The answer to this is no. All the rocks were created with traditional polygon modeling tools within Maya. And no high polys were made for any of these rocks.
Are rocks all based off tiling textures and utilize blending to break them up and make them look unique. (I go over this a good bit in the book and more in depth reasons why) My texture artist created high poly tiling sculpt of rock details and used those as textures. No baking of High to Low was involved.
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1 2 3 4 5 6 7 8 |
/**
Once you are done trying to ‘optimize’ this routine,
and have realized what a terrible mistake that was,
please increment the following counter as a warning
to the next guy:
total_hours_wasted_here = 11
*/
|
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