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iadtgame225_Texturing and Lighting | Just another WordPress.com site

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iadtgame225_Texturing and Lighting | Just another WordPress.com site | iadtgame225.wordpress.com Reviews

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November | 2012 | iadtgame225_Texturing and Lighting

https://iadtgame225.wordpress.com/2012/11

Iadtgame225 Texturing and Lighting. Just another WordPress.com site. Monthly Archives: November 2012. Case Study #6 Good Example of Proper Gun Design. November 30, 2012. Link: http:/ www.polycount.com/forum/showthread.php? Q1: Why do you feel these portfolio pieces are so strong? I saw this model of this M4 and though it was exceptionally done and is a proper representation of good modeling. Sometimes guns can be hard, but the execution here is on nice. November 30, 2012. Question#2: All of these techniq...

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March | 2013 | iadtgame225_Texturing and Lighting

https://iadtgame225.wordpress.com/2013/03

Iadtgame225 Texturing and Lighting. Just another WordPress.com site. Monthly Archives: March 2013. DesignBrief Dumpster Dow L. March 12, 2013. Dumpster Maps are 1024 x 1024. I went for a more grunge / post apocalyptic feel for my dumpster, something that is left as a marker of territories in the middle of a city ravaged by gangs. Design Brief 1: Dumpster. Design Brief: Dumpster Final. March 12, 2013. Design Brief 1: Dumpster. Design Brief Final Andom Thomas. March 12, 2013. Design Brief 1: Dumpster.

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iadtgame225_Texturing and Lighting | Just another WordPress.com site | Page 2

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Iadtgame225 Texturing and Lighting. Just another WordPress.com site. Newer posts →. Design Brief pt.5: Normal Mapping. February 26, 2013. Design Brief 1: Dumpster. Design Brief 5: Maps that are NOT normal. February 26, 2013. Design Brief pt.5: Normal Mapping. February 26, 2013. Design Brief 1: Dumpster. DesignBrief 5 Normal Mapping. February 26, 2013. Design Brief 1: Dumpster. Assignment 4: Opacity Maps. February 19, 2013. Assignment 4: Opacity map foliage. February 19, 2013. February 19, 2013.

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brandoncarbary | iadtgame225_Texturing and Lighting

https://iadtgame225.wordpress.com/author/brandoncarbary

Iadtgame225 Texturing and Lighting. Just another WordPress.com site. Design Brief: Dumpster Final. March 12, 2013. Final compositon piece for the dumpster design brief. Base textureing style done for the dumpster was compositing, taking many images and compressing them to fit eachother. The final product of the process uses three main maps, a diffuse, an ambient occlusion, and a normal map (all set at 512 square in size). Design Brief 1: Dumpster. Assignment 3: Hold Your Ground! February 7, 2013. The woo...

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tabithadzieglawski | iadtgame225_Texturing and Lighting

https://iadtgame225.wordpress.com/author/tabithadzieglawski

Iadtgame225 Texturing and Lighting. Just another WordPress.com site. DesignBrief: 5 Normal Mapping. February 28, 2013. This is my normal map. I used Ndo2, and I started to do my textures first so I just took them and converted it to a normal map. I went back in and added sratches and all the small indents. I did change my idea because I did not like how it was looking so made it into rocks since I could get a better look in the normal mapping. Design Brief 1: Dumpster. Assignment 4: Foliage Opacity Map.

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iadtgame130_Game Play Theory and Mechanics | Just another WordPress.com site

Iadtgame130 Game Play Theory and Mechanics. Just another WordPress.com site. Unreal engine for next gen will have improved effects tools using GPU particle sims, collisions and dynamic particle lights. The new dynamic particle lights will now inherit properties and has it’s own module that allows for more refined control of the light. The game Infiltrator will use this engine. On January 23, 2014 in Case Studies. Better Reality, a polish company who specialize in Advertisements and Hollywood projects, ha...

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iadtgame225_Texturing and Lighting | Just another WordPress.com site

Iadtgame225 Texturing and Lighting. Just another WordPress.com site. DesignBrief Dumpster Dow L. March 12, 2013. Dumpster Maps are 1024 x 1024. I went for a more grunge / post apocalyptic feel for my dumpster, something that is left as a marker of territories in the middle of a city ravaged by gangs. Design Brief 1: Dumpster. Design Brief: Dumpster Final. March 12, 2013. The final product of the process uses three main maps, a diffuse, an ambient occlusion, and a normal map (all set at 512 square in size).

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