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About larvantholos

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  1. larvantholos

    Projecting Normals Issue

    Alright, so your not getting a huge benefit from your normal map on this mesh, its probably not going to look much smoother than it is. Normal map looks fine tho - if your rendering it in Mudbox, which does a decent job, you can still try inverting the channels and seeing if that is causing a problem ;) you'll know pretty quickly. You should also check out a few tutorials for editing normal maps in Mudbox, as you'll want to clean up some of those edges in there which will make the normal map smoother, and project better on your mesh, which gives you a cleaner result. The other thing to check is your uvmapping, because Mudbox and other sculpting programs will automaticly stretch the uvmap, and there is settings you can change to fix that - sometimes you have to remap the object tho.
  2. larvantholos

    Projecting Normals Issue

    Are you using an nvidia, or at card? Simple fix - If your using ati, its inverting the normals, it does this by default and its not a bug. There is an option to fix this. You did not say what program your using but the gist in 3ds max is, under your bump, you select normal bump - it has an option to flip your red and green channels, and swap them if needed. You swap them, and invert them, and your normal map will look... Normal. You may want to crank your bump setting to 100 as well.
  3. Those older games used sprites to accomplish their more realistic looks. They bassicly capture the actor in different poses, and use that to create the 2d animation. It still needs to be rendered, but its rendering stills to create that animation. Rendering stills like this is different than doing it in 3d. When your working with real time graphics in 3d, your taking a model that has animation scripted into it, and might be reacting in some way to physics and the environment. This gives you that feel of a more interactive experience. You can achieve sometimes in 2 dimensions a good affect of realism, but your not going to have real depth, multiple camera angles unless your scripting and creating a LOT of sprites to accommodate said angles, which could be done, and even overlaid in some way over a basic 3d model, but your not going to get the true realism a completely 3d high res scene would get. The hardware we have in most mid range pc's now, is technicly able to render reasonable level of resolution in real time. Consoles are not. This is a graphical detail difference you can note in console vs pc games. There have been some interesting experiments inserting animated characters and actors into games in the past, using captured images overlaid into the virtual environment - and this you can see when they started using animation and people in different Disney flicks for instance, with the crossing over of the blue/green screen - this is commonly how they do a lot of set details for TV now that would be to expensive to simply produce. Eventually we'll get to a similar level of ability in games, not to many years off in terms of hardware :)
  4. larvantholos

    Game Engine wish list

    Have you checked out the unity website recently? Keep in mind the engine is not supposed to do those things, and there ARE those tools available on the market already. However - In terms of unities terrain tool, you can generate and use height maps with it, or work on your own terrain base in your 3d tool of choice. You can also model and script your own character creation setup - they have an example of how to do this on their website right now. Unity 3.0 is around the corner with rumored to be released at the end of the month, I'd expect it to include some upgrades to some of the existing features. Because the terrain editor is an extension, I don't see any reason why it couldn't be modified to do more specifically what you want, but you could also model the terrain in another program for a much larger seamless map, generate the height map from it, load it into unity, and then model in paths or other things that might be a bit harder to do with the conversion.
  5. larvantholos

    Who else has noticed this?

    before I was logged in, so it may have been a cache issue as its gone now - it was flipped to the other side, and more glaringly obvious :)
  6. larvantholos

    Who else has noticed this?

    Its not fixed, its changed sides - and more noticeable now.
  7. larvantholos

    Who else has noticed this?

    I think I know why this is. There seems to be a button missing there. Clearly there is supposed to be some sort of "home" button that became the gamedev.net logo >..> and created a horrible horrible seam.
  8. larvantholos

    Who else has noticed this?

    But why should I have to have a crappily sized monitor/screen size to avoid seeing this? :P
  9. Try adding an empty layer to your file, this will become the alpha layer in your converted file. Doesn't work always, but it works often ;)
  10. larvantholos

    Free 3D Assets and 3D videotutorials here!

    The tutorials are free, yes. The assets are not. Unless the price tags were a mistake ;)
  11. larvantholos

    Tiling terrain

    I don't know about the programming side of it, but the art side of it is pretty easy to create tileable textures - you just use anything, and run the offset filter in photoshop, then clone the edges - obviously some things will tile better than others, there are some great tutorials explaining this out there - google away. Its so easy, you'll facepalm when you really sit down and do it :)
  12. larvantholos

    Free or cheap visual fx creator and renderer

    http://cg.tutsplus.com/category/tutorials/autodesk-3ds-max/ place to start :) has some affects tutorials
  13. larvantholos

    Free or cheap visual fx creator and renderer

    3ds max can do that for you ;)
  14. larvantholos

    Need Help using SpriteSheets

    Post this in the programming section but - Your sprite sheet has a bunch of animation stills on it (or should) what your loading into the game is a segment, your using the X and Y location to load the specific frame you want, and the background color on the sheet is the color you use for your transperancy, which you should be able to define in whatever engine/program your using to load the sprites.
  15. larvantholos

    UV mapping, (Tell me it isn't so)

    Checked out that UV master on Zbrush... Yah its like amazing *nods* painting in your suggested UV seams means you always get the seams where you want >..> and no matter how complex the mesh, it takes seconds.
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