GSTYLE GAME ENVIRONMENT REEL
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GSTYLE GAME ENVIRONMENT REEL
First topic message reminder :
Forgive me for another one of my self-serving plugs. We hope you like it.
GSTYLE GAME ENVIRONMENT REEL from the vertexwrangler on Vimeo.
Forgive me for another one of my self-serving plugs. We hope you like it.
GSTYLE GAME ENVIRONMENT REEL from the vertexwrangler on Vimeo.

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: GSTYLE GAME ENVIRONMENT REEL
Hello Torvicz,
the game engines will always triangulate your polygons, So a polygon in cuurent max speak will translate to two triangles when exported. Polygon counts in games are quite limiting, so a game artist must be able to use them wisely and use textures to hide the deficiencies. Depending on the view, we might model the same tree using intersecting polygons to cover up when the camera looks down. Which might no tbe the case for prerendered animations.
Actually for games, wala naman talagang seamless. kahit pa sabihin natin na the players can control the camera at di mo alam kung hanggang saan ang makikita, we (game deveopers) put in boundaries in the form of low res meshes to serve as deflectors. Ibig sabihin we define kung hanggang saan lang pwede makarating ang kamera. Pag ayaw na makita ang isang areas for reasons halimbawa na wala ng polygon doon or pangin ang particulr na view, the players position can then be programmed not to move further.
A I mentioned to you - Attack! Atack mo na ang gusto mong puntahan. Sige ka, baka makawala ang chance. You'll wake up one day na its too late. Do what you can do now!
the game engines will always triangulate your polygons, So a polygon in cuurent max speak will translate to two triangles when exported. Polygon counts in games are quite limiting, so a game artist must be able to use them wisely and use textures to hide the deficiencies. Depending on the view, we might model the same tree using intersecting polygons to cover up when the camera looks down. Which might no tbe the case for prerendered animations.
Actually for games, wala naman talagang seamless. kahit pa sabihin natin na the players can control the camera at di mo alam kung hanggang saan ang makikita, we (game deveopers) put in boundaries in the form of low res meshes to serve as deflectors. Ibig sabihin we define kung hanggang saan lang pwede makarating ang kamera. Pag ayaw na makita ang isang areas for reasons halimbawa na wala ng polygon doon or pangin ang particulr na view, the players position can then be programmed not to move further.
A I mentioned to you - Attack! Atack mo na ang gusto mong puntahan. Sige ka, baka makawala ang chance. You'll wake up one day na its too late. Do what you can do now!
v_wrangler- CGP Loverboy

- Number of posts: 1882
Registration date: 30/03/2009

Re: GSTYLE GAME ENVIRONMENT REEL
Impressive kuya... And i oh so wish miss? "sweet cathy?" (and the naysayers) would comment on this thread... And I hope "she" has had the time to shop for balls...

cloud20- CGP Senior Citizen

- Number of posts: 3226
Age: 47
Location: angeles city
Registration date: 22/09/2008
Re: GSTYLE GAME ENVIRONMENT REEL
this is good. the type of work I want to be in next. better prepare myself before its too late.
Inspiring!
Inspiring!

Jeff MD- CGP Newbie

- Number of posts: 196
Location: Makati City
Registration date: 30/09/2008


gamer_11- CGP Apprentice

- Number of posts: 848
Age: 26
Location: Al Bay , Kuwait City
Registration date: 14/10/2008
Re: GSTYLE GAME ENVIRONMENT REEL
galing naman bro! though hindi talaga makita masyado ang ganda ng texturing siguro dahil sa low poly lang pag gaming... pero animation astig
tanong lang bro... ano ba ang mas advantage, ung quad's or tri's sa mesh? i've seen a lot of forums na mas ok daw ung quads lalo na kung rigging ang paguusapan... post more
OT: minsan bro hindi mag-appear ung post mo bakit kaya?
tanong lang bro... ano ba ang mas advantage, ung quad's or tri's sa mesh? i've seen a lot of forums na mas ok daw ung quads lalo na kung rigging ang paguusapan... post more
OT: minsan bro hindi mag-appear ung post mo bakit kaya?
Guest- Guest
Re: GSTYLE GAME ENVIRONMENT REEL
Alin post kaya?
I'll try to do an in-game actual screen capture later.
Regarding quads, they are easier to model since most operations start with quadrilateral primitives. In my personal experience, silhouttes and smoothing groups are quite a breeze to maintain with quads. This is particularly evident when you have objects that deform in extreme angles lalo na if you use post render subdivision operations like Turbosmooth or mesgsmooth.
I'll try to do an in-game actual screen capture later.
Regarding quads, they are easier to model since most operations start with quadrilateral primitives. In my personal experience, silhouttes and smoothing groups are quite a breeze to maintain with quads. This is particularly evident when you have objects that deform in extreme angles lalo na if you use post render subdivision operations like Turbosmooth or mesgsmooth.

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: GSTYLE GAME ENVIRONMENT REEL
Ang layo na ng quality pag shaded na O_O (yung third pass)...Galiiing. x_x in-game yun? 

xboy360- Pilote Polyvalent

- Number of posts: 258
Age: 21
Location: France (dans mon reve!)
Registration date: 10/10/2008

Re: GSTYLE GAME ENVIRONMENT REEL
clap!clap!clap!.......galing!!!! 


uwak- CGP Guru

- Number of posts: 1339
Age: 35
Location: Dubai Media City, Dubai, UAE
Registration date: 04/01/2009

Re: GSTYLE GAME ENVIRONMENT REEL
wow wow......galing sensei!........ 


ytsejeffx- CGP Guru

- Number of posts: 1221
Age: 32
Location: Bocaue, Bulacan - Sta. Barbara, Pangasinan, PINAS - Sharjah, U.A.E.
Registration date: 24/10/2008

Re: GSTYLE GAME ENVIRONMENT REEL
wow ..nice work...that all i can say!

ishae_clanx- CGP Guru

- Number of posts: 1264
Age: 31
Location: Kalinga City and Baguio City
Registration date: 19/03/2009
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