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    • By LexGameDev
      Hello,
      We have a small team of 3 developers working on an puzzle adventure game similar to Legend of Zelda that we are creating. Currently on the team with have 2 experienced coder and a 2D artist. We are hoping to find one or two 3D modeller who can do model, rig and animate 3D models for creatures and humans. The game will have a fairly low poly simplified aesthetic. We are hoping to sell this game therefore we are open to rev share options as is normal in this forum.
      If you are interested or have any questions please contact me and I will be glad to answer.
    • By sprotz
      I know that there are Vehicle and Car blueprints all over the net on almost every car model that exists and has existed, but surprisingly few textures. To be precise, photo textures of side view, front view and rear view of even common car models is hard to find. Even raster graphics drawn textures are rare. The best that could be found is on the Google Warehouse and typing 'textured car' in the search box. This will give you some good numbers of textured cars and car textures. Google warehouse is also excellent for finding textured buildings and building textures for any region. But where on earth are the vehicle textures?
    • By AireSpringfield
      Hi,
      We know that it is possible to modify the pixel's depth value using "System Value" semantic SV_Depth in this way:
      struct PixelOut { float4 color : SV_Target; float depth : SV_Depth; }; PixelOut PS(VertexOut pin) { PixelOut pout; // … usual pixel work pout.Color = float4(litColor, alpha); // set pixel depth in normalized [0, 1] range pout.depth = pin.PosH.z - 0.05f; return pout; } As many post-effect requires the depth value of current pixel (such as fog, screen space reflection), we need to acquire it in the PS. A common way to do that is to render the depth value to a separate texture and sample it in the PS. But I found this method a bit clumsy because we already have depth value stored in the depth-stencil buffer, so I wonder whether it is possible to access from NATIVE depth buffer instead of ANOTHER depth texture. 
      I found this on MSDN:  https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx-graphics-hlsl-semantics

      that mentions READ depth data in shader. I tried this in Unity:
      half4 frag (Vert2Frag v2f, float depth : SV_Depth) : SV_Target { return half4(depth, depth, depth, 1); } However it turns out to be a pure white image, which means this depth values in all pixels are 1. So is that MSDN wrong? Is it possible to sampling a NATIVE depth buffer?
      Thanks!
    • By Brandon Sharp
      This is my TMNT party wagon. I know its super messed up but it was my first real big project car. I found a blueprint of the car on a Episode of TMNT and when i uploaded it to my 3D program I noticed it was centered. So thank you to whoever rendered that one frame, because its all I needed. I made some custom textures and a UV layout from scratch. It's not exact but hey i think it looks cool. I will defiantly go back in and redo this now I have better knowledge of topology. 
       




    • By Brandon Sharp
      This is a project I've been working on for awhile now. I'd say over all going on around a year. I did the Machbot 2.0 all from scratch including the textures. I spent countless hours trying to figure out how to get the models from Twisted Metal. I finally figured out how to manually extract the mesh. But the only problem was it was not UV mapped. So i pretty much had to go back in and remap everything. Which wasn't hard but the assembling of the model itself was a challenge. I did the best I could at placing stuff where it goes I'm sure there are things that are incorrect. All in all it was for this one render. Not sure if my models can be used as game assets but i do want to eventually make this into a fighting game. Both vehicles and bots. Let me know what you think and thank you for checking out my work. 
       

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