Jump to content

  • Log In with Google      Sign In   
  • Create Account

a new way of doing texturing.


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
2 replies to this topic

#1 rouncer   Members   -  Reputation: 291

Like
0Likes
Like

Posted 12 February 2013 - 07:09 AM

Has this been done before?

 

I store the polygon colour surfaces as barycentric vectors instead of accessing bitmaps, this way you needent unwrap the model, I was thinking it could be handy for doing extended environmental work.

 

So its like flash vector graphics, on the surface of the low poly models.

 

?



Sponsor:

#2 Nik02   Crossbones+   -  Reputation: 2831

Like
3Likes
Like

Posted 12 February 2013 - 07:45 AM

Do you mean something like this?

 

It is somewhat more expensive than ordinary texture sampling, and you need some pre-processing to simplify the geometry to pieces that the hardware can easily handle.

 

In practice, the actual rendering is very fast on modern hardware.


Edited by Nik02, 12 February 2013 - 07:49 AM.

Niko Suni


#3 rouncer   Members   -  Reputation: 291

Like
0Likes
Like

Posted 12 February 2013 - 08:44 AM

so it is in development, i thought it was a good idea.

 

I will implement, but what I do will simpler than this and just record brush strokes on the surfaces on the triangles and raster them with flat coloured triangles, i figure itll give me something similar to hand made cell shading, big brushstrokes would be for ambient occlusion, small tight strokes for inbetween bricks and things. (im actually 60% artist 40% programmer)

 

Will be back with a post if i get anywhere with it. smile.png


Edited by rouncer, 12 February 2013 - 09:02 AM.





Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS