Stayed up late and fixed our glow :D
(Also Teasers of our new character model)
(Also Teasers of our new character model)
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This effect is achieved by storing the normal of the face that each vertex is associated with in the vertex information. Then using that normal, scaled by a strength input, as an offset for the vertex.
A baneling model using flat shading in my custom gl engine. This is an art style I am crazy about :D
These are some VERY early screenshots from my very first DirectX graphics engine from last summer. Top: First time messing with Sine UV modulation
Left: Messing with different projections Middle: Messing with Sine UV modulation and binding it into the velocity of a monster Right: Working on getting alpha to work and draw orders, along with some simple distance based lighting |
Who IS?This is a blog where I plan to update with small blips and pictures from projects that I am working on Archives
November 2014
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