It goes rather slowly but- hey, no rush, I am doing it for pleasure (at least this time). Having UV mapping in place I can now make high res version for normal mapping. I've divided character to three maps (flesh, cloth and shiny bits) to make things easier later on, when entire thing will get into engine and now I am going to try combining sculpting with bump map and baking results to normal / AOC maps (since I've just recently learned how to do it in Blender I do not have to jump to any…
The eGames Expo will return to the Melbourne Exhibition Centre November 14 to 16 with all the biggest names in the business and newest products on show, promising to be the best eGames yet!
Staged alongside the new Digital Lifestyle Show, eGames will again give visitors the chance to great really 'hands on' with literally anything and everything from the world of electronic games and a greater focus on digital lifestyle.
The Digital Lifestyle Show and eGames Expo will form part of the…
An ITWire article has captured the indifferent words of an Australian Film insider during a conversation on the issue of an equal Government rebate for the local games industry that the film industry enjoys. The Australian Fim insider offered advice for the local games industry to keep it stronger, leaner, and much more robust. From ITWire...
"The problem with the games industry in this country," the insider said "is that it is full of many small studios that should be left on their own to see…
Gamasutra has finally got a post-mortem of BioShock, the FPS hit which was in part developed by 2K Australia. As usual with all post-mortems there, it's a great insight into the development scene behind projects, providing hindsights on what went right and wrong and what could have been done to better the process. The post-mortem also gives a greater understanding on how much the Australian team contributed to the blockbuster title. From Gamasutra...
Initially, Australia was intended to supply…
AnimfxNZ is a world-class conference dedicated to the state of the art in Animation, Games Visual Effects and Film Technology. The conference is held annually in one of the world's leading cities for Digital Media creation, Wellington, New Zealand. Now in its third year, AnimfxNZ 08 brings together a mix of international speakers including animated feature directors, vfx supervisors, digital artists and game developers, to present, share and interact with attendees from all over the world.…
AustralianGamer has a 10 question interview with Tantalus Creative Director, David Hewitt. You're gonna find out a bit on his background, how he got in the industry, the positives and negatives of working in the industry, and the sort of games he likes and why. You may remember David from the legendary Game Connect 07 - Xbox 360 vs PS3 vs Wii debate, so if you ever wanted to know just a bit more about him, be sure to head on over to AustralianGamer for a read, and also send some questions…
Have the visuals for the particle system and the collision objects loading and saving in the scene.
image is scene with sphere tree rendered, and several hundred particles in a line, and textures. (wanted to see the performance hit of moving so much vertex data around)
the texture alias code worked first try (pack 'n' textures onto giant texture to avoid swapping), the dynamic geometry did not, and ended up re-writing it twice, though it was occasionally pretty having the position of the…
Machine cults, clans, jungle warfare operatives and intergalactic battle will go head to head for the ATOM Awards titles of Best Tertiary Video Game and Best General Video Game when the 2008 EnhanceTV ATOM awards are presented on Friday 24 October, 2008.
‘Mayhem Intergalactic’ is a simple yet engaging strategy game where the player can wage intergalactic war against friends – or enemies. “Mayhem Intergalactic keeps things simple. Unlike many other strategy games, there are no complicated…