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omid3098

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Everything posted by omid3098

  1. actually I checked those methods and as I told in first post, the best way so far is to use spotlight and shadowless point lights. but there should be another way to use point lights or modified point lights.. maybe :-??
  2. As you probably know, adding 3-4 point light eats many FPS (98 to 48 in my test scene) even if they are static lights. so doing lighting for interior scenes should be little tricky.. and I need some help here. here is what I've collected so far: - Disabled shadow lights: we need some point lights with disabled shadow to use as local ambient lighting. will not get much FPS(48 to 49) but its better than nothing - if is possible, use spotlight instead of point light in some places one more thing, all occlusion culling are enabled, average rendered polygons are almost 12k but rendered shadows are 140k is this normal? any other tips on lighting please?
  3. First time in my life I watched a 3d images.. oh.. it was VERY INTERESTING...!!! Thank you Alex
  4. very interesting and smooth painting
  5. or you can separate head from the rest of body and animate them separately. then put them together when you need facial motion.
  6. sure VeTaL: today we found that this hiding problem is not only for characters, but also for other animated models with multiple children inside.
  7. I don't think it's only because of LOD changing and for bbox movements I think we handled that by moving entire model with physic body. (I may be wrong so wait until Soamp reply himself) we don't use LOD for out FPS character and you can see in this video when FPS will be hide no matter if we are near or far from models. there are two separate characters in the video. the left one has only a CameraPivot inside(check the attached file) and the right one do not have CameraPivot inside which you see it do not hide in this case because of an additional hieratchy ( ). well, we thought we have to use that one (the right one) so we exported the CameraPivot as a separate file and moved that to the right place as it should be. by loading motion on the character, still there is no problem, but when we move camera on the camera pivot with the correct direction to look forward this hand will be hide too. so we must figure out when engine decides to hide a model. Attachment file contains both FPS characters. the idle motion for the right character, and the CameraPivot model. Test_FPS.zip
  8. just for making you sure, CAT works fine with LE. (all of our characters are rigged with CAT)
  9. this is amazing master.. very good! about your model packs, I think you should spend more time on advertising. I didn't seen them any where instead of polycount, game-artists, and here in your posts. people need to know your services.
  10. level designers be able to export CSG models for modelers to detail?
  11. if you convert 3d max hairs to mesh, they will be almost 300k tris.(depends on hair density) so you should use plans for hairs and then make them transparent. as Lumooja said. maybe this thread can help you.
  12. looks good so far! and what do you mean by decals?! projecting a texture on models inside editor?!
  13. I think using blender to help your engine become better is just like using newton to help your engine become better.
  14. basically I'm totally agree with original post. and will appreciate this kind of plugins/tools or what ever! usually artists needs more easy ways to transfer their models to engine but they can't do much with that as they can't code much! in the other side programmers just use these softwares (like blender) for creating some simple models to fill up their needs, and usually they don't challenge much with modeling softwares. so these Ideas will hang in artists head. (in some cases forever!) Long time before I was thinking on how to render with leadwerks engine in realtime 3dmax viewport. (which never became true!) the Idea was based on deference between environment modeling and level design with other parts of game creating. It would be amazing if what you are modeling/texturing in 3dmax was the final game engine view. and in the other hand to use max/maya/XSI/Blender as engine editor. (I know that is dreamy) how ever now it's possible to model in a good realtime view such as engine quality, but it's not what you get. if there were any collaborations to work on something like this for max or even blender, I can take a part with 5 hours per week.
  15. normal maps will not be visible without direct lighting on them. you may need a specific shader for this..
  16. you don't really think that he will release a new version for "fix undo button", do you! so probably six months later you can use it in LE3!
  17. 3d sphere with a toon shader is like a 2d plan with a toon texture.
  18. store veryex color per instance. (so it needs vertex paint in it's own editor) Silex like sky and whether system. powerful material editor to create and modify many kind of shaders. like blender material editor or unreal. cutescene editor better terrain tools for sculpting, and texturing.
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