May 2013
7 posts
Had a go of the Oculus Rift today and it’s quite good, it really feels like you’re there in the game. It’s strange, everything is in the right scale and you just want to jump over that barrel or look over the ledge you’re standing at, but you can’t look over the edge until the makers implement that functionality. It’s just looking around the place, which is nice...
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April 2013
21 posts
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So for Garry’s Mod I’ve been working along side Max aka MaxofS2D on the new view model arms. We wanted to keep the first set the same design as the civilian player models; denim shirt and bare hands. Easy enough.
The above image is what they look like in Marmoset toolbag and to be honest, even though the source engine is pretty old, it can still churn out surprisingly good looking...
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http://www.livestream.com/mrninjutsu →
doing some sculpting so drop on by if you wish!
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Vert Lies
I’ve been reading into more of the technical side to vert counts and it’s actually incredibly interesting and obviously useful to know. As far as I understand when unwrapping a model, that when you create a uv split, or island, the vert that rests upon the seam actually doubles. When you click one vert on the seam in the uv editor, the corresponding vert will also be highlighted. Two...
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March 2013
19 posts
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Note to self
Make sure I reference every vmt, every vtf, mdl, sdm and phy to their respective directories.
It’s a pain in butt having to recompile qc’s every now and then.
As enthusiastic as I am to use the Source engine, it didn’t take me long to realise that somewhere down the line, someone messed up at Valve in creating the pipeline for implementing assets. When you come from an engine background from the likes of UDK and Unity, with their seriously user-friendly pipeline it’s a bit of a learning curve. A necessary, yet backwards learning curve.
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datlun replied to your photo: Moved to Birmingham and its snowing. Made huge…
Congrats to moving! Also, that’s an awesome snowman… reminds me I haven’t made any this winter )’:
Thank you! People are stopping in cars to take pictures and had a couple of thumbs up from bus drivers. Already famous in Birmingham.
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The above image is the final result. I recorded the process I took, unfortunately the quality is whack (Vimeo basic only allows 1 HD upload per week) but I’ll show the video anyway.
The texturing part is pretty damn straight forward, it’s the same technique I used for the brick pattern so it’s not all too different except, it’s metal not brick.
Hopefully people will...
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So I decided to make a video of me doing this from scratch if people are interested. It’s a simple and relatively short video of me making a tileable texture from a photosource.
You can get the final textures on dat blog i dun linked a few days ago.
I also need to get Vimeo Plus again so I don’t inconvenience people having to go to Vimeo to watch the HD version. Sorry.
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I’ve been meaning to do one of these for a good while now. This is but a quick test with some basic shapes.
Essentially I’m making a normals sheet of different shapes, hard surface details like screw heads, vent covers and other complex shapes I’ll likely use in the future so I don’t always have to keep making them, I can just go to one of these sheets and extract the...
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February 2013
18 posts
--pandorum-- asked: NICE congratulations
Anonymous asked: Congratz man.
Good news. Got offered a job over at Facepunch studios.