added a rotor, a front ramp and capped off the fenders to bkeep the water off, this should give the front enough bouyancy.
also, I cut out the doors and stuff.
phew. just acouple of tweaks and I can start on the next thing :D
zondag 2 januari 2011
donderdag 30 december 2010
pimped out, chromed out, truck mobile
let's try centered text!
started work on the truckboat a couple of days ago for the london 2111 game.
hmm, I really need to think of a name for the 'truckboat'..
the air is ionised, so electronics don't work anymore!
only these patched up '70 and earlier cars still run.
the wheels adjust in height, and the fenders will be capped off
and thus serve as air bubbles to keep it up!
here's the progress =D
also, oil isn't a usable resource for this one, so I went
with a propane tank!
peace out!
zondag 12 december 2010
Guns Guns Guns
here's an update.
I finished my normalmap yesterday.
for those of you who don't know what it is: a normalmap creates the illusion that there is more geometry than there actually is. by talling the specular where to go (speculars are calculated by the shader using the normals of an object.
it's possible to store the normals of a smooth opbject into textures for a chunky low poly object. this is done by calculating the difference between the chunky low and the smooth high poly, and storing that in a normalmap, which is applies like a texture.
here I've 'baked' the way the blue highpoly looks onto the chunky red and it makes the bottom chunky one look as smooth as the top most!
cheers!
I finished my normalmap yesterday.
for those of you who don't know what it is: a normalmap creates the illusion that there is more geometry than there actually is. by talling the specular where to go (speculars are calculated by the shader using the normals of an object.
it's possible to store the normals of a smooth opbject into textures for a chunky low poly object. this is done by calculating the difference between the chunky low and the smooth high poly, and storing that in a normalmap, which is applies like a texture.
here I've 'baked' the way the blue highpoly looks onto the chunky red and it makes the bottom chunky one look as smooth as the top most!
cheers!
vrijdag 26 november 2010
donderdag 25 november 2010
okaaay
so instead of tonight it turned out to be this night :D
did some work on the level.
added an awesome skydome, seen under here. the purple stuff rotates for an added awesome ^^
did some work on the level.
added an awesome skydome, seen under here. the purple stuff rotates for an added awesome ^^
woensdag 24 november 2010
32
YAY, win32 and direct X and some leveldesign. can't realy show the code.
actually i can.
but it's kinda boring..
haha :D
might post some leveldesign stuff later :D
cheers
actually i can.
but it's kinda boring..
haha :D
might post some leveldesign stuff later :D
cheers
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