Slingerland Posted September 1, 2007 Report Share Posted September 1, 2007 Man, how I'd love to just see this in just a simple engine test. Like...just walking around. Oh man oh man oh man. Nice work, Mark. Link to comment Share on other sites More sharing options...
Kain Posted September 1, 2007 Report Share Posted September 1, 2007 Realtime, you say? Gorgeous. Love to see it in motion. (fringed grass looks better in some places than others, but the screenshot's really about the pretty shaders) Link to comment Share on other sites More sharing options...
LarkSS Posted September 1, 2007 Report Share Posted September 1, 2007 The background is so pretty, I tend to lose sight of Sonic now and then. <3 Awesome stuff mark. Link to comment Share on other sites More sharing options...
Serephim Posted September 2, 2007 Report Share Posted September 2, 2007 That is so yay awesome Link to comment Share on other sites More sharing options...
SefirothDB Posted September 8, 2007 Report Share Posted September 8, 2007 Holy fucking shit. This needs to be used in a game asap. This effect would work much better with a more... "curved" model, though. Dami's too low poly Link to comment Share on other sites More sharing options...
Zenor Posted September 8, 2007 Report Share Posted September 8, 2007 Holy fucking shit. This needs to be used in a game asap. It is. Well, not a game, but an engine test. Link to comment Share on other sites More sharing options...
Rael0505 Posted September 8, 2007 Report Share Posted September 8, 2007 http://www.sonicfangameshq.com/forum/showthread.php?t=3363 WHABAM Link to comment Share on other sites More sharing options...
Damizean Posted September 8, 2007 Report Share Posted September 8, 2007 This effect would work much better with a more... "curved" model, though. Dami's too low poly Traitor! ;___; Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 8, 2007 Report Share Posted September 8, 2007 I don't think the polycount is the problem. I think the way its done on Wii might actually be in hardware. If I recall correctly, ATi made a number of preprogrammed shaders for the chip. That isn't to say that the chip can do shader language... just that it has some premade algorithms to do similar effects. Link to comment Share on other sites More sharing options...
SefirothDB Posted September 8, 2007 Report Share Posted September 8, 2007 http://www.sonicfangameshq.com/forum/showthread.php?t=3363WHABAM O: Traitor! ;___; Didn't say it was bad, now did I? I don't think the polycount is the problem. I think the way its done on Wii might actually be in hardware. If I recall correctly, ATi made a number of preprogrammed shaders for the chip. That isn't to say that the chip can do shader language... just that it has some premade algorithms to do similar effects. Problem? It's fine as is, I'm merely suggesting this falloff (it's related to falloff maps, no? looks like that to me) shader would benefit from rounder geometry. And the other way around, since it gives a smooth-like appearance. Win-win situation right thar. EDIT: As a side note, merging the legs with the body piece, if doable, would be pretty awesome (shader would have continuity between both parts). But that'd require a new rig/animations = extra work D: Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 8, 2007 Report Share Posted September 8, 2007 Win win situation? I beg to differ. Performance cost increases are never a win. Link to comment Share on other sites More sharing options...
SefirothDB Posted September 8, 2007 Report Share Posted September 8, 2007 Win win situation? I beg to differ. Performance cost increases are never a win. Alas, that's not my field Come to think about it, what's the theorically highest 'ideal' polycount for the character model on that engine while using that shader? Link to comment Share on other sites More sharing options...
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