Wesley Tack Posted July 19, 2006 Report Posted July 19, 2006 You get the gold star of the day Thanks! Does it come with a big amount of cash? Quote
Minos Posted July 19, 2006 Report Posted July 19, 2006 Wow the car did a frontside noseslide Hardcore! Quote
Wesley Tack Posted July 19, 2006 Report Posted July 19, 2006 Wow the car did a frontside noseslide Hardcore! you skateboard? snowboard? wakeboard? Quote
csharp Posted July 19, 2006 Report Posted July 19, 2006 i bet he skates.. min0isthask8er or he just plays Tony hawk :> Quote
FrieChamp Posted July 20, 2006 Report Posted July 20, 2006 You get the gold star of the day Thanks! Does it come with a big amount of cash? No, but it comes with a friendly pat on the back Quote
KungFuSquirrel Posted July 22, 2006 Report Posted July 22, 2006 Fiddling with a Prey DM map... just one geometry piece, but I just wanted to share my love of patch meshes: Quote
SnipaMasta Posted July 22, 2006 Report Posted July 22, 2006 That would make a lovely camping spot. Not that I camp. Never. Quote
m4d1n Posted July 22, 2006 Report Posted July 22, 2006 awesome stuff, like every stuff coming into your hands, i like the colors of this "object" is there a portal inside? Quote
dissonance Posted July 22, 2006 Report Posted July 22, 2006 patch... as in what Silo uses for modeling? another thing: why aren't nurbs used in games? would the lighting be too complex? Quote
Sindwiller Posted July 22, 2006 Report Posted July 22, 2006 why aren't nurbs used in games? Uhm, no. Because, today's 3D-Graphics accelerators are vertex based. So, models who are NURBS-based were recalculated into vertices to render properly. Earlier, 3D-Graphics were based on NURBS. The problem was, that NURBS werent very robust. You couldnt do hard-surfaces. And regarding that texture mapping was invented later, were vertex-based 3D-graphics dominated the world, the whole thing sucked. So, to render NURBS on today's graphics-accelelarator, you need to recalculate them into vertices. This process is time-consuming and ineffizient. A NURBS model would be 5 million vertices (around 7 million polies, eh) as recalculated. A tough modeler could model the same shape with 50k-100k polies. Wfr, Sindwiller Quote
dissonance Posted July 23, 2006 Report Posted July 23, 2006 Oh. Well, withmulti core GPUs, could one be dedicated to nurb-based models and the other dedicated to vertex-based geometry, or am I severly over-estimating the value of nurbs for organic object? Quote
KungFuSquirrel Posted July 23, 2006 Report Posted July 23, 2006 awesome stuff, like every stuff coming into your hands, i like the colors of this "object" is there a portal inside? There will be somewhere; still deciding if I want a hallway leading to this point or just a portal + drop. I'm thinking a good spot for the rocket launcher-esque gun, where you can only get to it by a certain portal or jumping/dropping from the wallwalk above. patch... as in what Silo uses for modeling? Sort of. Basically just a curved one-sided mesh instead of a traditional 6-sided brush. Gives you verts at the corners and control points in between to control the curveature/bendiness. Automatically subdivides as needed, with manual subdivision available, and functions as if in a model smoothing group. Quite handy! Quote
RD Posted July 23, 2006 Report Posted July 23, 2006 why aren't nurbs used in games? Uhm, no. Because, today's 3D-Graphics accelerators are vertex based. So, models who are NURBS-based were recalculated into vertices to render properly. Earlier, 3D-Graphics were based on NURBS. The problem was, that NURBS werent very robust. You couldnt do hard-surfaces. And regarding that texture mapping was invented later, were vertex-based 3D-graphics dominated the world, the whole thing sucked. So, to render NURBS on today's graphics-accelelarator, you need to recalculate them into vertices. This process is time-consuming and ineffizient. A NURBS model would be 5 million vertices (around 7 million polies, eh) as recalculated. A tough modeler could model the same shape with 50k-100k polies. Wfr, Sindwiller Youre 12? Quote
Bic-B@ll Posted July 23, 2006 Report Posted July 23, 2006 whatever the hell a patch mesh is, keep doing it, that looks beautiful. Quote
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