Search found 2036 matches
- 12 Jan 2020, 16:19
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 967423
Re: Models by Jorzi (AR)
Yeah, I have been thinking about the same thing. I have been thinking that I should limit the AO maximum range to only cover very small details
- 12 Jan 2020, 15:11
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 967423
Re: Models by Jorzi (AR)
Did some more work on the houses/huts kitbash page, now has the parts required for making various log cabins, with or without snow
- 06 Jan 2020, 19:27
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 967423
Re: Models by Jorzi (AR)
That one looks nice
I made the broken windows many yerars ago, but I think I just took a plane, cut the lines in by hand with the knife tool, deleted the appropriate triangles to leave a jagged hole, then extruded and beveled it to give some surfaces for the light to reflect off.
I made the broken windows many yerars ago, but I think I just took a plane, cut the lines in by hand with the knife tool, deleted the appropriate triangles to leave a jagged hole, then extruded and beveled it to give some surfaces for the light to reflect off.
- 06 Jan 2020, 01:36
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 967423
Re: Models by Jorzi (AR)
Now that tangent space is a thing, I completely changed workflow for the arizona houses, creating a page with bits that you can then use to kitbash models from
This way we can have loads of different hut models all using the same texture.
This way we can have loads of different hut models all using the same texture.
- 05 Jan 2020, 15:53
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 967423
Re: Models by Jorzi (AR)
Personally I don't see the vulkan API as that necessary for modernizing the graphics. I thought the main reason for switching to Vulkan was that we have developers who are enthusiastic about the new api and that it would make development easier? The previous decision to switch to opengl ES seemed mo...
- 05 Jan 2020, 01:23
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 967423
Re: Models by Jorzi (AR)
It works
Normals and tangents also seem to be exactly as in blender, perfect
Normals and tangents also seem to be exactly as in blender, perfect
- 05 Jan 2020, 01:02
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 967423
Re: Models by Jorzi (AR)
Wait a minute *facepalm*
The files I downloaded were actually the html content of the download link, rather than its target, so my shaders aren't shaders at all, let me try again
The files I downloaded were actually the html content of the download link, rather than its target, so my shaders aren't shaders at all, let me try again
- 05 Jan 2020, 00:56
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 967423
Re: Models by Jorzi (AR)
I'm currently on windows 10 with a quadro P2000 (should be roughly equivalent to a gtx 1050)
Reuploaded the objs, checked the normals and they should be fine now
Reuploaded the objs, checked the normals and they should be fine now
- 05 Jan 2020, 00:38
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 967423
Re: Models by Jorzi (AR)
crashed with these shaders ? Latest WMIT is always on I-NoD's page that locates here . Currently it has two more commits in 0.6.10 We tested it on ubuntu + amd rx 560 and windows10 + nvidia gtx980/1080ti :hmm: I think I used the wrong shaders, although with these ones and the wmit version you sugge...
- 04 Jan 2020, 16:30
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 967423
Re: Models by Jorzi (AR)
The new blender 2.8 has improved so radically that I have changed my workflow quite a bit. Since the new node based material system allows quick procedural texturing and mapping, I have started doing my textures directly on the hipoly, rather than masking in stuff in gimp. The baked result can still...
- 04 Jan 2020, 14:00
- Forum: Artwork
- Topic: Models by Jorzi (AR)
- Replies: 1703
- Views: 967423
Re: Models by Jorzi (AR)
Finally got around to converting the factory to tangent space, saved a bunch of texture space as well
Tried the wmit build at https://github.com/Warzone2100/WMIT but when I activated custom shaders it crashed on my new work laptop
Tried the wmit build at https://github.com/Warzone2100/WMIT but when I activated custom shaders it crashed on my new work laptop
- 03 Jan 2020, 12:26
- Forum: Addon discussions
- Topic: Cartoon tileset experiment
- Replies: 123
- Views: 90348
Re: Cartoon tileset experiment
Finished cartoonizing all the original bodies. As you can see from the texpage, there are enough unused pieces there to create another body that was never included in the game.
- 01 Jan 2020, 23:43
- Forum: Addon discussions
- Topic: Cartoon tileset experiment
- Replies: 123
- Views: 90348
Re: Cartoon tileset experiment
All the models? I assume you are talking about the art revolution stuff, in which case it's slightly off topic for this thread. Anyway, we can discus further in pm just so I know what you actually need.
- 31 Dec 2019, 01:14
- Forum: Addon discussions
- Topic: Cartoon tileset experiment
- Replies: 123
- Views: 90348
Re: Cartoon tileset experiment
Happy holidays everyone
I had some spare time so I continued doodling on these things. Repainted vengeance, tiger, scorpion and bug.
I had some spare time so I continued doodling on these things. Repainted vengeance, tiger, scorpion and bug.
- 31 Dec 2019, 00:53
- Forum: Coding
- Topic: My options for improving code speed.
- Replies: 20
- Views: 29763
Re: My options for improving code speed.
The fast square root approximation should only be used for graphics calculations where small shading errors don't make a difference. No one cares if the brightness of a pixel is 10% wrong, but calculating distance 10% wrong for pathfinding can mess up a lot of stuff. The biggest graphical slowdown r...