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Posts posted by Arcturus
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There's a new game engine called Armory being developed. It's integrated with Blender. They just added a template for archery.
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Didn't Arcturus come up with a fancy way of making realistic, animated water surface textures that could be adapted to have specular and bump and stuff?
My latest attempt from this topic:
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It's more likely to be XIX century. This part of town is beyond medieval parts of Gdańsk. According to Wiki, until XVII century there were only forest and mire.
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In polish that technique is called "mur pruski" ("Prussian wall"). Some other examples.
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I've just finished the bank mission from Death of the outsider. It was in my opinion a great thiefy experience, with some good puzzles and an incentive to play ghost style. I recommend.
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I recently finished an animation for a drilling company. I used some free models: cars, tram, church and two other buildings. The machine itself was modelled in Inventor by company's designer. I also imported svg traffic signs from Wikipedia.
The rest was made in Blender. I used adaptive subdivision and denoising. Materials are procedural.-
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The only effective way to defeat bad ideas is with better ideas.
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I recently took part in a contest by Allegorithmic for a material made in Substance Designer. Entire material was made in SD from start to finish, though it would be easier to import some svg shapes.
Rendered in Iray (built-in raytracer) with tessellation and displacement on:
https://i.imgur.com/m6FlkV4.jpg
https://i.imgur.com/rxI03vM.jpg
https://i.imgur.com/8DafEzM.png
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These videos are not suitable for most advertisers according to Google's algorithms:
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Blender developers are making new real-time engine called Eevee.
It's part of the Blender 2.8 project.
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Already did that.
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Blender 2.79 came out.
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I went down to 9656 tris (4828 x2, since it's symmetrical). Here's the file. I used textures/darkmod/wood/panels/rtable2b material from tdm_wood_panels.mtr. It's supposed to use models/darkmod/props/textures/rtable2b texture, but in game it actually uses a different image. Is there a second textures/darkmod/wood/panels/rtable2b material somewhere?
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You live in Gdansk, Arcturus? I guess you have tons of good reference material there
Yep.
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But doesn't it make it more steampunky?
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I've purchased Affinity Photo recently and I've been playing with tone mapping:
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Actually I made a mistake, enter should go in stead of escape. Escape is used to abort an action, not deselect.
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2. Press 'a' (select all), 'g' (grab), 'z' (z-axis), -20 (down 20 units), escape (deselect)
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@Arturus, the map from the above archive is missing some resources (texture for the terrain) and ambient world light, but all the files for the water are there. The only issue I can see with this the player_nodraw.skin, will this effect the players arms and weapons in-game?
I added material for the ground. Here's the new link. I'm pretty sure there is a light? As for nodraw skin, I use it because player's reflection is ugly. It doesn't affect arms and weapons. There's one element of the player model still visible in the reflection, probably the hood. I'm sure there is an easier way to make the player reflection invisible?
Couple of things you have to consider when using real time reflections: they are buggy sometimes and they are computationally expensive. Also you need two surfaces with two different shaders: one for reflection and one for refraction right above the first. The second one uses a large set of tga textures which may also affect the performance. For the reflection, one can use cubemaps instead of real reflections but they don't look that good without parallax correction.
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Darkmod: Inspiration thread
in TDM Editors Guild
Posted
Very detailed 3d scans of a swedish museum:
https://sketchfab.com/TheHallwylMuseum