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Signed up: 6 years ago (9/11/05)
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Gundam114
20 year-old male from Earth.
Former Machinimator, Sound & Visual Design, soon to be Triple E Master.
Nabsuh and Mcdoogleh. Currently at university.

My Twitter [http://twitter.com/AVCOMProduction]
Website [http://www.avcom-productions.blogspot.com/]

NO RANDOM REQUESTS!
Perhaps I did not make this clear NO RANDOM FRIENDS REQUESTS! Friends with reasons are fine. But they have to be REASONABLE :P...
Meh, most groups I do stuff with are affiliates.

Latest JournalView Journal

December 18th, 2011

The Old Republic...

Goodbye life XD

(Already been in the last three days)
Groups23 Groups
RT's Community Content of the Week RT's Community Content of the Week This group has updates 3 times a week (when we can) with the coolest content from the RT Community.
Visual Arts Visual Arts All arts of the visual variety.
Rooster Teeth Comics Rooster Teeth Comics The Official Group
Bungie Brotherhood Bungie Brotherhood Following Bungie along in its quest for World Domination!
RvB CanWest RvB CanWest Annual Fan Event in Vancouver, British Columbia
RVB TO RVB TO The premier Red vs Blue Community fan-run event in Toronto, Canada and it will end in 2012
Games I'm Playing38 Games
Favorite Videos1 Video
The Goods
Friends51 Friends
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QuackJAG
Wencengo
Posted 7 months ago
    [ Reply ]   [ Quote ]   [ Conversation ]
Sorry! I've just been so busy as of late with family.

But yeah, I saw your messages on Skype and it is awesome! I shall converse on this more with you later, I promise!
QuackJAG
Wencengo
Posted 8 months ago
    [ Reply ]   [ Quote ]   [ Conversation ]
Very cool! I'm on now, so I can accept it whenever you send it!

Also, speaking of CGI stuff, I would very much like to speak to you about an offer...
QuackJAG
Wencengo
Posted 9 months ago
    [ Reply ]   [ Quote ]   [ Conversation ]
I've been doing well, just been really busy as of late. How have you been, man?

Did I ever give you my new Skype? Not sure if you have my old account. The new one is joshawesomeepic. XD
bunig
Posted 1 year ago
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I don't have internet in my house (yet), but you know damn well i've been gettin my game on!
Just finished Reach last night. =)

3D work will have to wait for a while because i wasn't able to get much money before i came here and the money i do have, has to be used on a car.
jtdoepke
Posted 1 year ago
+ 1 Zing!     [ Reply ]   [ Quote ]   [ Conversation ]
I'm here. Just got internet back. I've been working on Sequence 2.
bunig
Posted 1 year ago
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You can get me on Skype, my username on there is CyberFire32.
I'll stay signed in, but i'm about to go to bed, so just try to catch me whenever you can.
bunig
Posted 1 year ago
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I need a character animator... would you be able to oblige? Plz?

The internet in my house is down, but i should have it back up tomorrow.
So tell me what you need animated and ill let you know if i can do it (hopefully) sometime tomorrow afternoon.
fritzmonkey
Sponsor
Posted 1 year ago
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You can't change a model that is using geometry shader tessellation and displacement. The high polygon mesh has been baked to a displacement map, and adjusting the low polygon mesh would require that the UVs be redone, and then the displacement map would be wrong. It is great for games, but that is about it.
fritzmonkey
Sponsor
Posted 1 year ago
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Yeah, parallax mapping is pretty cool, but already becoming outdated. It is like a normal map on 'roids. It requires a normal map, and a depth map (the depth map is normally stored in the normal map's alpha). When the object is being rendered the shader uses the depth map, the normal map, the camera location, and some information about the surface being rendered to create a much more realistic effect than a normal map by itself. You can also see parallax mapping the stairs in Mass Effect. Each staircase is 1 face that has been parallax mapped.

Like I said, parallax mapping is already becoming outdated. Geometry shader tessellation and displacements maps will soon replace parallax and normal mapping. Nvidia has a really technical presentation about it here. Basically, the geometry shader tessellates the low-poly model and then applies a displacement map to it. With this method, you are only really rendering the number of polygons in the low-poly model, but you can nearly replicate the high-poly model and light the simulated high-poly model.
Gundam114
Posted 2 years ago
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Good point :p, I never played Anders so I forgot about that.

And yeah, do you have email/skype? that way we can shares stuff?
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