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Found 41 results

  1. Hi all, I'm trying to generate MIP-maps of a 2D-array texture, but only a limited amount of array layers and MIP-levels. For instance, to generate only the first 3 MIP-maps of a single array layer of a large 2D-array. After experimenting with glBlitFramebuffer to generate the MIP-maps manually but still with some sort of hardware acceleration, I ended up with glTextureView which already works with the limited amount of array layers (I can also verify the result in RenderDoc). However, glGenerateMipmap (or glGenerateTextureMipmap) always generates the entire MIP-chain for the specified array layer. Thus, the <numlevels> parameter of glTextureView seems to be ignored in the MIP-map generation process. I also tried to use glTexParameteri(..., GL_TEXTURE_MAX_LEVEL, 3), but this has the same result. Can anyone explain me how to solve this? Here is an example code, how I do it: void GenerateSubMips( GLuint texID, GLenum texTarget, GLenum internalFormat, GLuint baseMipLevel, GLuint numMipLevels, GLuint baseArrayLayer, GLuint numArrayLayers) { GLuint texViewID = 0; glGenTextures(1, &texViewID); glTextureView( texViewID, texTarget, texID, internalFormat, baseMipLevel, numMipLevels, baseArrayLayer, numArrayLayers ); glGenerateTextureMipmap(texViewID); glDeleteTextures(1, &texViewID); } GenerateSubMips( myTex, GL_TEXTURE_2D_ARRAY, GL_RGBA8, 0, 3, // only the first 3 MIP-maps 4, 1 // only one array layer with index 4 ); Thanks and kind regards, Lukas
  2. Dark Fantasy Environment and Props Hi GameDevs, I am currently working on a model pack for the Unity Asset Store. I am however not satisfied with the overall look of these game-ready models. There would be many architectual and prop objects from gates and windows to lamps, furniture, decoration etc. The style would be a gloomy, mystical, dark fantasy-inspired look, similar to a dark elf or vampire castle interior. For modeling I use Blender, for texturing Substance Designer and PS. Please take a look at my work and help me figuring out how should I improve the textures. I use the Smoothness / Metallic workflow, and would like to add Ambient Occlusion separately (screen space). I also use Emissive maps where needed (lamps). If you see some obvious flaws in contour, colors, etc please note those too. In these images I threw the objects into Unity, no light setup and compositing was done (I still need to learn those for presenting my stuff). Link to my Sketchfab (here you can see the crystal lamps in 3D). Thank you for your attention!
  3. Louis Brady

    Week One: Basic Geometry

    Week one is done To start off, I'd like to mention that I have no timeline for this project. This project's purpose is to get me more familiarized with game development and implementing Blender obj's into Unity. Then, eventually teaching myself basic coding for a 3d platformer. Continually, I will teach myself how to rig a character, add animation into Unity, add cut scenes, develop GUI's and a smooth user interface. The list is endless as well as standard. Also with this project, I will feel out the process of developing (and finishing) a game which will then allow me to decide if game development is for me. I've always had the idea in the back of my head, so now is the time to discover the truth! Before I get into my update, I would like to add that I have been using Blender and Unity for a few years, but I never completed a game. I did, however, finish a game using GameMaker https://www.newgrounds.com/portal/view/691738. This game will be different. Here is what I have accomplished this week: I was inspired by Ocarina of Time. I saw the buildings, the textures, and the low poly characters and thought "I could totally do something like this with Blender." Mario 64 was always a huge inspiration too, so I revisited some of the levels and noticed that most of the older 64 games used basic geometry and textures to create great games. I'm always hesitant, though, because all the other indie developers are doing unique systems, great art, things that I could not compete with. I thought, "Enough! If I'm ever going to do this, I'm going to have to do it for myself before I could please the masses." My mindset is locked in placed and I'm determined to make a 64-esque platformer. I started by created a prop set for myself. I skipped the concept art and the idea boards and jumped right into designing elements that I wanted in the game. I created cubes and put textures on them. I created ramps like I would imagine Mario 64 would do. I created stylized trees, bridges, fences, rocks, grass, and railings. Then, I put all those objects into Unity and played with the coloring of the textures. The lighting. I want to see if my vision would sustain the transfer. It did. I like how the objects look in Unity. After I finished transferring my objects, I was going to design a level with the pieces I created, but I couldn't. I needed to know how to scale my level. Which brings me to the end of my week. I just started constructing a main character. I want the player to be a small dragon. I'm in the process of figuring out the best design for him as well as how I think he should be colored. I'm texture painting him because unwrapping him seems too complicated at the moment. That's where I am at now! Next Sunday I will be back with another update 😜
  4. Hi can you guys please help out with this blade? I want it to look more like a flame blade. (will change pallete after coloring it right), I'm a complete beginner that wants to make a huge content mod for Terraria, but as you can see I'm very inexperienced in spriting.
  5. Kjell Andersson

    Caustics Generator 5.0 Available

    Spectral rendering enters the computer graphics world. After a period with not that many feature improvements, Dual Heights Software have now finally released a new major version of their water texture generator software called Caustics Generator. The new version includes full spectrum color rendering allowing the simulation of spectral refraction which produces prismatic coloring effects and thus bringing caustics simulation to a new level. The spectral functionality is available in the Pro version on both Windows, Mac and Linux. Read more about the Caustics Generator at https://www.dualheights.se/caustics/
  6. Kjell Andersson

    Caustics Generator 5.0 Available

    Spectral rendering enters the computer graphics world. After a period with not that many feature improvements, Dual Heights Software have now finally released a new major version of their water texture generator software called Caustics Generator. The new version includes full spectrum color rendering allowing the simulation of spectral refraction which produces prismatic coloring effects and thus bringing caustics simulation to a new level. The spectral functionality is available in the Pro version on both Windows, Mac and Linux. Read more about the Caustics Generator at https://www.dualheights.se/caustics/ View full story
  7. Hi, I'm implementing a simple 3D engine based on DirectX11. I'm trying to render a skybox with a cubemap on it and to do so I'm using DDS Texture Loader from DirectXTex library. I use texassemble to generate the cubemap (texture array of 6 textures) into a DDS file that I load at runtime. I generated a cube "dome" and sample the texture using the position vector of the vertex as the sample coordinates (so far so good), but I always get the same face of the cubemap mapped on the sky. As I look around I always get the same face (and it wobbles a bit if I move the camera). My code: //Texture.cpp: Texture::Texture(const wchar_t *textureFilePath, const std::string &textureType) : mType(textureType) { //CreateDDSTextureFromFile(Game::GetInstance()->GetDevice(), Game::GetInstance()->GetDeviceContext(), textureFilePath, &mResource, &mShaderResourceView); CreateDDSTextureFromFileEx(Game::GetInstance()->GetDevice(), Game::GetInstance()->GetDeviceContext(), textureFilePath, 0, D3D11_USAGE_DEFAULT, D3D11_BIND_SHADER_RESOURCE, 0, D3D11_RESOURCE_MISC_TEXTURECUBE, false, &mResource, &mShaderResourceView); } // SkyBox.cpp: void SkyBox::Draw() { // set cube map ID3D11ShaderResourceView *resource = mTexture.GetResource(); Game::GetInstance()->GetDeviceContext()->PSSetShaderResources(0, 1, &resource); // set primitive topology Game::GetInstance()->GetDeviceContext()->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); mMesh.Bind(); mMesh.Draw(); } // Vertex Shader: cbuffer Transform : register(b0) { float4x4 viewProjectionMatrix; }; float4 main(inout float3 pos : POSITION) : SV_POSITION { return mul(float4(pos, 1.0f), viewProjectionMatrix); } // Pixel Shader: SamplerState cubeSampler; TextureCube cubeMap; float4 main(in float3 pos : POSITION) : SV_TARGET { float4 color = cubeMap.Sample(cubeSampler, pos.xyz); return color; } I tried both functions grom DDS loader but I keep getting the same result. All results I found on the web are about the old SDK toolkits, but I'm using the new DirectXTex lib.
  8. Looking For Talent Looking For: - 3D Modelers (Natural & Hard Surface) - 3D Animators - Texture Artist - Game Designers Payment: Royalty My Experience: Programmer & Manager & Game Designer. My recent project: (so you see that I'm serious and actually finishing and releasing games) `http://store.steampowered.com/app/787820/Rickos_Island/` Project: A voxel open world game. It will be released on Steam in Early Access. Mostly completed/completed key features: - A Procedural & Infinite world to explore. - Over 12 Biomes to discover and find new creatures, blocks, resources and more. - A voxel block building system with over 150+ Blocks. - 30+ creatures to tame, train, ride, breed. (0 now but the mechanics are ready, just need models and animations) - Character progression system: train your character: level up, increase skills and more. - 6 Different Game Modes: Survival, Freedom, Hardcore, Freecam, Creative, Adventure. - The world noise gets crazier the more farther you get from the start. - Action System: let's be honest, it's like redstone but has more features and wireless. - Fully automate everything using the Action System, from a crops farm to an auto killing creatures machine. - Plant, farm and grow using an advanced farming system. Not completed key features: - Forge custom tools and weapons using an advanced system. - Fight mini bosses and bosses in order to progress in the game and unlock new items. - Find and master dungeons to get XP and higher stats weapons, tools, armor. - Magic: get essences from the nature and make potions, spells and more. Length of Project: Hoping for 2-4 months until the game is ready to release in Early Access, but then a few more months in the Early Access period. If you can only help for a limited time, that's fine but please mention it when you contact me! Contact: Add me on Discord Tbjbu2#8639
  9. Good evening, I'm new to the world of texturing and I have some questions about creating realistic non-procedural materials. I created a texture for a wooden bridge and I wondered what was the best way to make it realistic. First I created a square texture on Substance Designer (SD_Wood). Once applied to the model on Blender it is repeated several times and I do not really like the result (Blender_Tilable). I then imported the texture on photoshop to customize it a little (4096 x 1024) (PS_Custom). Now the result is more pleasant (Blender_Custom). My questions are: 1. Is this the best solution? 2. Are there any other ways to get this kind of result? 3. If this is the best solution, how can I regenerate the normal map, height map, ao, roughness etc. ? 4. From a theoretical point of view a non-square texture, but that is still 2^, is not recommended or can be used for the development of a videogames? Thanks in advance for any clarifications. Have a nice day!
  10. I want to output the Image file from the shaderresourceview of the rendertexture, so I have to transfer the shaderresourceview into a image object, and I don't know how to do this. Could you help me with it? PS:I am using SharpDx to develop my program. So it's better be coding by C#. Many thanks.
  11. GlassBear

    Asterion: Environment Art

    From the team of Asterion we want to show you a small preview of how our level is looking so far.. We have been working on textures and props and we are really happy with the results. Any feedback would be appreciated! Thank you!
  12. Once I needed a program for packing an atlas with 3d models. I could not find one, so I made it. Now it has only basic functionality. Should I improve it further? Does it need someone else? Link to download(for Windows): https://drive.google.com/open?id=1CLizcUAOsYnbdfyKCYDcGxmso79GPBuv
  13. I have found an example here: http://xboxforums.create.msdn.com/forums/t/66208.aspx about sharing surfaces/textures created by DX11 into the ID2D1DCRenderTarget, however the above example is based on SwapChain bound to a window (hwnd) What I need is to draw a shared texture into GDI as this is the only plugin interface in an old software I have. Any ideas ? Here is what I do. SharedSurface::SharedSurface(): { //Initialize the ID2D1Factory object D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pD2DFactory); //D2D1CreateFactory(D2D1_FACTORY_TYPE_MULTI_THREADED, &pD2DFactory); //initialize the ID2D1DCRenderTarget D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties( D2D1_RENDER_TARGET_TYPE_HARDWARE, // D2D1_RENDER_TARGET_TYPE_DEFAULT, D2D1::PixelFormat( DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED), 0, 0, D2D1_RENDER_TARGET_USAGE_GDI_COMPATIBLE, D2D1_FEATURE_LEVEL_DEFAULT ); HRESULT hr = pD2DFactory->CreateDCRenderTarget(&props, &pRT); DWORD createDeviceFlags = 0; createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; ID3D11DeviceContext* context; D3D_FEATURE_LEVEL fl; DXGI_SWAP_CHAIN_DESC sd; ZeroMemory( &sd, sizeof( sd ) ); sd.BufferCount = 1; sd.BufferDesc.Width = width; sd.BufferDesc.Height = height; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHARED; sd.OutputWindow = 0; // g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = FALSE, // TRUE; hr = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, nullptr, 0, D3D11_SDK_VERSION, &sd, &pSwapChain, &mDevice, &fl, &context); hr = m_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); } bool SharedSurface::CreateTexture(ID3D11Device* device, UINT width, UINT height) { HRESULT hr; D3D11_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.SampleDesc.Count = 1; desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX; // D3D11_RESOURCE_MISC_SHARED; // desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; desc.CPUAccessFlags = 0; // D3D11_CPU_ACCESS_READ; // 0; if (device != nullptr) mDevice = device; hr = mDevice->CreateTexture2D(&desc, NULL, &pTexture); IDXGIResource * pDXGIResource = NULL; hr = pTexture->QueryInterface(__uuidof(IDXGIResource), (void **)&pDXGIResource); if SUCCEEDED(hr) { hr = pDXGIResource->GetSharedHandle(&sharedHandle); pDXGIResource->Release(); if SUCCEEDED(hr) { hr = pTexture->QueryInterface(__uuidof(IDXGIKeyedMutex), (LPVOID*)&pMutex); } } hr = pTexture->QueryInterface(__uuidof(IDXGISurface), (void **)&pSurface); FLOAT dpiX; FLOAT dpiY; pD2DFactory->GetDesktopDpi(&dpiX, &dpiY); D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties(D2D1_RENDER_TARGET_TYPE_HARDWARE/*D2D1_RENDER_TARGET_TYPE_DEFAULT*/, D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED),dpiX,dpiY); hr = pD2DFactory->CreateDxgiSurfaceRenderTarget(pBackBuffer,&props, &pBackBufferRT); DXGI_SURFACE_DESC sdesc; D2D1_BITMAP_PROPERTIES bp; ZeroMemory(&bp, sizeof(bp)); pSurface->GetDesc(&sdesc); bp.pixelFormat = D2D1::PixelFormat(sdesc.Format, D2D1_ALPHA_MODE_PREMULTIPLIED); hr = pBackBufferRT->CreateSharedBitmap(__uuidof(ID3D11Texture2D), pSurface,&bp, &pBitmap); return SUCCEEDED(hr); } void SharedSurface::Draw() { pBackBufferRT->BeginDraw(); pBackBufferRT->DrawBitmap(pBitmap); pBackBufferRT->EndDraw(); pBackBufferRT->Present(); } void SharedSurface::BindDC(HDC hdc, int width, int height) { RECT rct; rct.top = 0; rct.left = 0; rct.right = width; rct.bottom = height; pRT->BindDC(hdc, &rct); } // HOW TO EXCHANGE between pBackBufferRT and pRT ?
  14. Dear artists and developers, We welcome you to join MaterialJam.com - our growing library of digital materials. The materials we offer are 100% ORIGINAL and FREE for everyone. We provide one free download everyday for any of the materials in our library. For those who need more downloads we have special offers. All of our the materials come with Royalty Free License and can be used right away in your projects. Enjoy having one more source of art assets! Sincerely, MaterialJam.com , a service of Liman3D
  15. Anti-stress coloring for kids and adults. Spend time with pleasure painting colors for every taste and mood. A variety of pictures and mandalas, an unlimited choice of colors and a pleasant user interface will not leave anyone indifferent! Features: - Coloring has a lot of exquisite pictures - Different shades, you can choice of color spectrum and also possibility of creation of the color - Instruments: three types of gradient fills, pen, mixed of brushes, spray and eraser - Using amazing filters and textures that can be applied to coloring - Relaxing sounds - Share your images on Facebook, WhatsApp, Twitter, VK, Skype, Instagram etc. - Regular updates with the addition of new (functions / pictures) will not make you bored! - Support and compatibility https://play.google.com/store/apps/details?id=com.sma.coloring&hl=en
  16. GameDev2017

    the birth of Charly Clearwater

    The main-character of game BIZARRE, Charly Clearwater, keeps us going! We haven't finished him yet since we weren't happy with his hair and skin in UE4. For promotional pics, we want him look like real, therefore, we made his 4K appearance our business. Charly's skin looks fine in UE4 now, but his hair turned out to be a disaster! We modelled a big marshmallow and painted it like something that looked like tiramisu ice-cream, we formed hundreds of coffin-shaped polygons and textured them, so that he appeared to be a bird wearing bizarre feathers on his head. Finally, we created more than 800 hairy-shaped polygons and formed them into a nice hairstyle, put them on his head. A hairy texture made them all look like hair strands. Now, we try to make his hair look good in UE4 within all the different (disturbing) lights and reflections coming from the surroundings of his apartment (the first game scene). Yeah, we also create some animations, i.e. the walking animation, the shooting animation, the running animation, etc. Somehow, we're making progress.
  17. Hi guys! With Black Friday just around the corner, all my asssets are 66% off in the Black Friday Bundle =) https://itch.io/s/9180/ravenmores-black-friday-bundle Quality stuff like in the attached images, for super cheap. Grab it while it's hot
  18. I want to change the sampling behaviour to SampleLevel(coord, ddx(coord.y).xx, ddy(coord.y).xx). I was just wondering if it's possible without explicit shader code, e.g. with some flags or so?
  19. Vilem Otte

    Dynamic resource reloading

    Making editors is a pain. I have a list of thousands of items I'd rather do than this - yet I made myself a promise to drag at least one full featured editor tool over the finish line. There are few reasons for that: I believe I have quite useful engine, it was my pet project all these years, it went through many transformations and stages - and solid tool is something like a goal I'd like to do with it, to make it something better than "just a framework". I'm very patient person, and I believe also hard working one. Throughout the years my goal is to make a game on my own engine (note, I've made games with other engines and I've used my engine for multiple non-game projects so far -> it eventually branched to be a full-featured commercial project in past few years). I've made few attempts but mostly was stopped by lacking such tool - that would allow me to build scenes and levels, in an easy way. And the most important one ... I consider tools one of the hardest part in making any larger project, so it is something like a challenge for me. Anyways so much for motivation, the tool is progressing well - it can be used to assemble scene so far, various entities (like light or materials) can have their properties (components) modified, with full undo/redo system of course. And so the next big part was ahead of me - asset loading and dynamic reloading. So here are the results: Engine editor and texture editor before my work on the texture. And then I worked on the texture: And after I used my highly professional programmer-art skills to modify the texture! All credits for GameDev.net logo go to its author! Yes, it's working. The whole system needs a bit of cleanup - but in short this is how it works: All textures are managed by Manager<Texture> class instance, this one is defined in Editor class There is a thread waiting for change on hard drive with ReadDirectoryChangesW Upon change in directory (or subdirectories), DirectoryTree class instance is notified. It updates view in bottom left (which is just a directory-file structure for watched directory and subdirectories), and also for modified/new files creates or reloads records in Manager<Texture> class instance (on Editor level) The trick is, reloading the records can only be done while they're not in use (so some clever synchronization needs to be done) I might write out some interesting information or even short article on this. Implementing it was quite a pain, but it's finally done. Now short cleanup - and towards the next one on my editor todo list! Thanks for reading & see you around!
  20. So I've recently started learning some GLSL and now I'm toying with a POM shader. I'm trying to optimize it and notice that it starts having issues at high texture sizes, especially with self-shadowing. Now I know POM is expensive either way, but would pulling the heightmap out of the normalmap alpha channel and in it's own 8bit texture make doing all those dozens of texture fetches more cheap? Or is everything in the cache aligned to 32bit anyway? I haven't implemented texture compression yet, I think that would help? But regardless, should there be a performance boost from decoupling the heightmap? I could also keep it in a lower resolution than the normalmap if that would improve performance. Any help is much appreciated, please keep in mind I'm somewhat of a newbie. Thanks!
  21. flatingo

    How to learn to draw game graphics

    So, drawing. How to learn how to draw game graphics and how to learn to draw at all, when is your maximum this? Okay, then let's discuss this. To begin with, I'm not a cool artist, but I persistently develop this skill in myself, every day drawing and stacking tons of paper. By the way, I advise this to you. This is good advice. As in the beginning of any business that you start, you do not need to show yourself a super genius, have super equipment and immediately invest huge amounts of money in your development. No, my dear friend, start small, and everything else will come with time. Therefore, to begin with, choose the style of drawing that you want and just practice in it. Just do not paint in all styles at once. To begin with, determine what you like and understand what styles there is. Watching how the games and their style develop, I can say with confidence that now the pixel art, cartoonish and comic graphics are in fashion. Who needs hyperrealistic humanoids and canons now? This is a huge zamorochki in creating games and stereotyped. Do not be afraid to draw a fist bigger than your head, and legs are the size of a joystick. Fashion, where beautifully painted drawings and brought them to realism, gradually disappears. Minimalism, simplicity and violation of proportions is what is now actual. Look at the latest games, because they became easier in style and no less beautiful (Overwatch, Dota2, Pixel Piracy, etc.). I will also say that I am a big fan of vector graphics and how it looks. What not to say about China and the eastern countries that can not live without it. This is not a joke, because in fact, Chinese developers are styling their games for a bright cartoon graphics with the addition of anime. In the east This is popular. Here are the games of Klei Entertainment. Pay attention to the style. You see? He's alone in all games and it's cool. This is the most important thing - to find your own style. I'm sure the director will not fire this artist. Look at other industries: advertising, television, etc. Everywhere simple graphics are used, for it is easy to perceive. People are now very lazy and quickly get used to everything, so vector graphics are now gaining good growth. By the way, to draw graphics for games, you need and do not need a graphics tablet. Look, the point is that you can draw a vector and pixels with your mouse. Believe me, this will be enough for you. But the tablet is relevant when you are drawing something more or less detailed. More often it is used for detailing and texturing an object in Photoshop. I once read Christopher Hart's book about drawing comics. You can also read the book of your chosen style, as well as redraw the different pictures you like. Why? Over time, the hand and the brain will memorize the outline and images, and it will be easier for you to come up with something new in the future, as well as draw already existing pictures in your head. Well, I probably will finish this, but this is not my last article. I will be happy if you need my experience. By the way, more information about the development of games and everything related to it you can find out on my YouTube channel. With you was a Ukrainian developer of indie games - Flatingo. Good luck to you.
  22. As part of a video project I'm working on, I have to pass ID3D11Texture2D decoded by CUDA, from one D3D11Device to the other, which handles rendering. I managed to achieve the goal, but it looks like I'm leaking textures. The workflow looks as follows: Sending side (decoder): ID3D11Texture2D* pD3D11OutTexture; if (!createOutputTexture(pD3D11OutTexture)) return false; IDXGIResource1* pRsrc = nullptr; pD3D11OutTexture->QueryInterface(__uuidof(IDXGIResource1), reinterpret_cast<void**>(&pRsrc)); auto hr = pRsrc->CreateSharedHandle( nullptr, DXGI_SHARED_RESOURCE_READ | DXGI_SHARED_RESOURCE_WRITE, nullptr, &frameData->shared_handle); pRsrc->Release(); Receiving side (renderer): ID3D11Texture2D* pTex = nullptr; hres = m_pD3D11Device->OpenSharedResource1( frameData->shared_handle, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pTex)); DrawFrame(pTex); pTex->Release(); CloseHandle(frameData->shared_handle); I'm somewhat puzzled by the inner workings of this workflow, namely: what happens when I create a shared handle? Does this allow me to release texture? what happens, when I call OpenSharedResource? Does it create separate texture - that is do I have to release both textures after rendering? Appreciate your help!
  23. Please reply me about this
  24. I'm working in an old application (DX9-based) where I don't have access to the C code, but I can write any (model 3.0) HLSL shaders I want. I'm trying to mess with some cube mapping concepts. I've gotten to the point where I'm rendering a cube map of the scene to a cross cube that I can plug directly into ATI cubemapgen for filtering, which is already easier than trying to make one in Blender, so I'm pretty happy so far. But I would like to do my own filtering and lookups for two purposes: one, to effortlessly render directly to sphere map (which is the out-of-the-box environment mapping for the renderer I'm using), and two, to try out dynamic cube mapping so I can play with something approaching real-time reflections. Also, eventually, I'd like to do realish-time angular Gaussian on the cube map so that I can get a good feel for how to map specular roughness values to Gaussian-blurred environment miplevels. It's hard to get a feel for that when it requires processing through several independent, slow applications. Unfortunately, the math to do lookups and filtering is challenging, and I can't find anybody else online doing the same thing. It seems to me that I'm going to need a world-vector-to-cube-cross-UV function for the lookup, then a cube-cross-UV-to-world-vector function for the filtering (so I can point sample four or more adjacent texels, then interpolate on the basis of angular distance rather than UV distance.) First, I'm wondering if there's any kind of matrix that I can use here to transform vector to cube-cross map, rather than doing a bunch of conditionals on the basis of which cube face I want to read. This seems like maybe it would be possible? But I'm not really sure, it's kind of a weird transformation. Right now, my cube cross is a 3:4 portrait, going top/front/bottom/back from top to bottom, because that's what cubemapgen wants to see. I suppose I could make another texture from it with a different orientation, if that would mean I could skip a bunch of conditionals on every lookup. Second, it seems like once I have the face, I could just use something like my rendering matrix for that face to transform a vector to UV space, but I'm not sure that I could use the inverse of that matrix to get a vector from an arbitrary cube texel for filtering, because it involves a projection matrix-- I know those are kind of special, but I'm still wrapping my head around a lot of these concepts. I'm not even sure I could make the inverse very easily; I can grab an inverseProj from the engine, but I'm writing to projM._11_22 to set the FOV to 90, and I'm not sure how that would affect the inverse. Really interested in any kind of discussion on techniques involved, as well as any free resources. I'd like to solve the problem, but it's much more important to me to use the problem as a way to learn more.
  25. CabMan

    3D Easy get 3d models

    Hello! I want share new tool http://modelshub.org. This tool will allow you to convert 3D models in to OBJ format from p3d.in and other sites. In case success work, you get zip-archive contents geometry, materials library and textures.
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