Game environments – Part A: rendering Remember Me Sébastien Lagarde of Dontnod Entertainment explores the world of complex game environments especially for accurate wet simulations with a case study on the incredible new game Remember Me. This is part 1 of a 3 part series where we explore game environments. Part 2 focuses on the rain, and part 3 on the materials used in Remember Me. Introduction 3D Slash - a 3D piece of cake Select the unit. You can change it later at any time. mm cm in ft Copy and Paste Objects It's always annoyed me that I couldn't copy objects from one instance of max and paste them into another - as I work with 2 or 3 instances of max up at a time. It's tedious to do a save selected / merge objects so this script does it for you. It's not a TRUE copy/paste via the windows clipboard - but it will let you very quickly copy objects from one file to another. Additional Info: 09-02-03 Update: just updated contact info in script header and changed version requirement to reflect current versions of 3ds max... Usage: Select the objects you want to copy.
Creating detailed 3D models with Code-Artist's AutoModeller Pro for 3ds Max by 3dtotal staff / 3ds Max Misc tutorial from 3dtotal.com AutoModeller Pro is a new plugin for Autodesk 3ds Max that allows you to texture your 3D meshes with 'geometry textures' - take a closer look... AutoModeller Pro is a brand new incredibly advanced, game-changing plugin for 3ds Max that allows you to apply or paint a group of meshes as "geometry-texture" onto your existing scene geometry. This is similar to displacement mapping; you can control tiling, positioning and so on using UV mapping, just as you would with a regular 2D texture. In this example you can see a brick wall geometry texture being applied to a box using a UVW map modifier. As you move, scale and even rotate the gizmo of the modifier, the results are automatically updated by the software. Also observe how the meshes are being conformed to fit to the borders:
Open Source Wedding Rings [update 1][update 2] I lost my wife’s wedding band a few years ago. She handed it to me while I was driving and asked me to take it to a jeweler to get it hammered back “in round”. Of course, I lost it immediately. Game environments – Part B: rain In examining the concept art for Remember Me , it is easy to see that the team at Dontnod had to produce wet complex urban environments, often in the rain. The team set to work to produce the most realistic and yet flexible environment to allow the game level designs the maximum impact, flexibility and rendered quality. Here is the detailed account of the effects animation work to produce rain.
Wrap mesh or lines around sphere - Page 2 Obviously no one believes that two Bends make a globe, so here it is for the record.Start with your spline outline map.Add a Quadrift Mesh or a Subdivide modifier and set the Size to something suitable for deformation.Add your first Bend mod.This is where to be careful, the bend gizmo will fit to the bounds of the mesh, but we want it to fit the bounds of the whole earth map, but the mesh does not include the oceans.I turned on the reference plane I used to trace the map, then moved and scaled the gizmo to fit to that. I then made a copy of the bend, to save having to do this twice.In the first bend, I bend the map backwards 180 degrees on a horizontal axis.In the second bend I bend it back 360 degrees on the vertical axis.Now it's spherical.You may now add a Shell mod to give thickness.You may want to centre the pivot too. worldmap01.zip
Examples and demos Â· cjcliffe/CubicVR.js Wiki Â· GitHub A collection of samples and demonstrations currently within the CubicVR GitHub repository. ⌘ Basic Cube Rendering a simple Cube Mesh, manual rendering of the Mesh is performed using CubicVR.renderObject(). Basic Cubic UV Mapping is applied and rendering is performed in MainLoop. → Link to Example → Link to Source Tomb Raider – Laras Hot Secrets Once more a Tomb Raider game is starring the beautiful Lara Croft – featuring outstanding and huge visuals which make it easy to stare and get lost like watching flames. In fact, this is todays hot topic: Flames! Or let’s say: a Flame.
15 things you need to know about texturing Our experts Ian Spriggs, Arvin Villapando, Martin Teichmann, Mark Young, Jung Won Park, Germano Vieira, Reynante Martinez, Myriam Catrin, Nicolas Garilhe, Alexey Fanta, Joshua Marlow 01 – Texture portraits Usually when modelling a portrait you will be using a photo reference on an image plane.