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Stylization with a Purpose - Team Fortress 2

  • -HP-
  • March 11, 2008 at 10:06 AM
  • -HP-
    • March 11, 2008 at 10:06 AM
    • #1

    I guess this definitely deserves It's own thread, really superb presentation about the the Illustrative World

    of Team Fortress 2.

    Take a look: http://www.valvesoftware.com/publicatio ... se_TF2.pdf

  • Meotwister
    • March 11, 2008 at 10:28 AM
    • #2

    very informative read, feel like I've learned something..

    and yet at the same time I realize how much math I've lost.

  • e-freak
    • March 11, 2008 at 10:44 AM
    • #3

    viewtopic.php?f=23&t=10293&p=190259#p190259

    - btw: there are simmilar reads by valve on the topic, going deeper into hl2 and ep1 render-techs (i just have to find the damn link again)

  • -HP-
    • March 11, 2008 at 10:47 AM
    • #4
    Quote from e-freak

    http://www.mapcore.net/forums/viewtop…=190259#p190259 - btw: there are simmilar reads by valve on the topic, going deeper into hl2 and ep1 render-techs (i just have to find the damn link again)

    Ouch, erm.. go ahead and lock this thread if you want, your call!

  • e-freak
    • March 11, 2008 at 10:48 AM
    • #5

    as you said: it deserves its on thread, especially if someone could post up simmilar presentations for unreal or cryengine. I would be interested in seeing the differences between the various approaches.

    This is the readers version of the presentation btw:

    http://www.valvesoftware.com/publicatio ... tress2.pdf

    And some basics behind the Non-Photo-Realistic Rendering:

    http://ati.amd.com/developer/shaderx/ShaderX_NPR.pdf

    Rendering in Source (general)

    http://ati.amd.com/developer/siggraph06 ... Engine.pdf

    And the Effects:

    http://www.bit-tech.net/gaming/2005/12/ ... _effects/1

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