Search found 223 matches

Search found 223 matches Page 18 of 23
by Chelaru
Fri Sep 04, 2015 8:21 am
Forum: Looking for work
Topic: Beginner 3D Artist/Animator looking for projects
Replies: 21
Views: 23068
Yeah something like that is what I was thinking. But more cool (hope so :lol: ).

EDIT: I drew a quick concept.

Image


Looks really good. Can't wait to see it in torque 3d.
by Chelaru
Thu Sep 03, 2015 7:57 pm
Forum: Torque 6
Topic: Global Illumination
Replies: 34
Views: 19530
That sound's really good. Can't wait to see what's next :D
by Chelaru
Thu Sep 03, 2015 10:25 am
Forum: Torque 6
Topic: Global Illumination
Replies: 34
Views: 19530
andrewmac any new stuff to show? :D
by Chelaru
Thu Sep 03, 2015 10:20 am
Forum: Announcements
Topic: Closing in on 3.8
Replies: 48
Views: 34962
@Azaezel wrote:
Soon as in "way before 2005"? :D

Oh. So dx11 support in T3d will come when we will have ray trace units in Intel GPU's . :))

Image
by Chelaru
Thu Sep 03, 2015 8:29 am
Forum: Announcements
Topic: Closing in on 3.8
Replies: 48
Views: 34962
I know, I'm not blaming anybody. And if I were able to fix it myself I would have posted it, because I think that besides OpenGL/Linux support, T3D also needs the latest on DX9 but also make the step to DX11. We'll see how it goes. :) Yeah, total agreement there, probably from everybody ;) The Beam...
by Chelaru
Wed Sep 02, 2015 7:43 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 91746
Character Mats Dropped the "PBR" character material on our pretty cubes just to illustrate the difference with/without DefaultCubeDesc Base color is washed out without the dynamic cubemap in there. Logo Cubes : right has DefaultCubeDesc http://i1260.photobucket.com/albums/ii567/aurobooth/Right-has_...
by Chelaru
Wed Sep 02, 2015 12:35 pm
Forum: Looking for work
Topic: Beginner 3D Artist/Animator looking for projects
Replies: 21
Views: 23068
You could start by creating some art tutorials for torque3d. In this tutorials you could update some of the default models from the engine and show the workflow that you used.
by Chelaru
Mon Aug 31, 2015 8:30 am
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 91746
For example, you could make the guns from torque use PBR. And then the player caracter. Yup. Working on that now but...warning... I'm no artist. For now it's a matter of running the texture atlases for the player, guns and maybe some of the other objects through Bitmap2Material. Won't be perfect bu...
by Chelaru
Sun Aug 30, 2015 12:35 pm
Forum: Torque 6
Topic: Global Illumination
Replies: 34
Views: 19530
Looks good, but why is there light bleed ?
by Chelaru
Sat Aug 29, 2015 3:28 pm
Forum: Torque 6
Topic: Foliage
Replies: 12
Views: 7975
What about subsurface scattering on the foliage?
Search found 223 matches Page 18 of 23