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Posted

":1vg75ko8]
I love how other art forums people are all super serious about their professional image ... and then there's mapcore. :lol:

Fuck the police!

:lol:

My name is Richard Malinar, and I'm a very ambitious and professional Environment Artist in Paris area. I earned my PHD of Fine Arts in Animation & Visual Effects at Academy of Art University, specializing in 3D Modeling. I graduated from University of Lyon, (LYON1) with a Bachelor of Arts degree in Interdisciplinary Computing and the Arts. I also did one year of study abroad at Sophia University in Tokyo, Japan. After graduating, I have worked at EA Games Unlimited, Valve International Art, and Pixar games interactive. ( i know my shit and i like to say "art" )

Through my 4 years experience in game industry, I have developed a full and complete understanding of the life cycle of a game project. I am continually building up my portfolio until my death and with the aspiration of achieving my dream of becoming a well known 3D Environment Artist in game industry. Nothing will ever stop me of fulfilling my dream... even you...... i could kill you in one instant....

  • 1 month later...
Posted

While that's true, I do wonder just how much overdraw there is from floating polys, and how expensive that shader is to draw. At the most basic level, all he's done is offset the performance cost for the scene from the texture memory onto the processor. While its an impressive demonstration, it isnt black magic.

agreed, but its still cool :)

What i want to see is more use of polys and less textures/shaders. Modern engines can chomp up polys like it's no one's business. Shader tech is good, but overdraw and fillrate still suck. Texture memory is definitely larger, so you can get away with an insane amount more.

all of this, of course, depends on your target.

DEATH TO NORMAL MAPS.

Posted

DEATH TO NORMAL MAPS.

I hope you're being sarcastic :P I can think of quite a few instances in which normal mapped detail would look better in a game engine compared to actual 3D geometry, especially for smaller details. I think rendering and lighting tech in video games still have a long way to go before this would make sense..

Posted

no way :P, normal maps will always have a purpose, especially for special effects. however, geometry is what a normal map is supposed to be, so it will always look better - especially if you have smoothing group control and anti aliasing on.

but yeah, even if polys are getting better, vertex memory is still an issue. so it will b a while til true geometry can exist at the highest detail. it'd also save production time greatly. i'm tired of the hassle normal maps bring. they bring some cool stuff still, sure, but they are the dildos.

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