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Mr.Craft A NEXT GEN GAME ARTIST

MrCraft A NEXT GEN GAME ARTIST. Wednesday, October 2, 2013. Saturday, May 12, 2012. Technical points of Textures compression. When linear filtering normal maps the filter can cause normals to become less than normalized. If this happens then we will have to renormalize the normals in a fragment program each time a texel if fetched. Artifacts will arise when trying to use normal maps and a DXT compression format, especially with specular highlights. DXT1 gives us the highest compression ratio. 1991 Sonic ...

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Mr.Craft A NEXT GEN GAME ARTIST | 3deagle.blogspot.com Reviews
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MrCraft A NEXT GEN GAME ARTIST. Wednesday, October 2, 2013. Saturday, May 12, 2012. Technical points of Textures compression. When linear filtering normal maps the filter can cause normals to become less than normalized. If this happens then we will have to renormalize the normals in a fragment program each time a texel if fetched. Artifacts will arise when trying to use normal maps and a DXT compression format, especially with specular highlights. DXT1 gives us the highest compression ratio. 1991 Sonic ...
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1 silent bell
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3 virendra pratap singh
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5 abandon drainage
6 keith self ballard
7 1 comment
8 temple of angkor
9 fuel pump
10 3 comments
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Mr.Craft A NEXT GEN GAME ARTIST | 3deagle.blogspot.com Reviews

https://3deagle.blogspot.com

MrCraft A NEXT GEN GAME ARTIST. Wednesday, October 2, 2013. Saturday, May 12, 2012. Technical points of Textures compression. When linear filtering normal maps the filter can cause normals to become less than normalized. If this happens then we will have to renormalize the normals in a fragment program each time a texel if fetched. Artifacts will arise when trying to use normal maps and a DXT compression format, especially with specular highlights. DXT1 gives us the highest compression ratio. 1991 Sonic ...

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1

Mr.Craft A NEXT GEN GAME ARTIST: Fuel pump

http://3deagle.blogspot.com/2010/06/blog-post_22.html

MrCraft A NEXT GEN GAME ARTIST. Tuesday, June 22, 2010. Labels: Based on a concept of GOW. December 10, 2010 at 10:48 AM. Nice works, I am working on sumo-india. Ur renderings are very nice. Which engine ur using to take renders, also i need to see the making of Fuel pump. February 7, 2011 at 5:57 PM. Nice fuel pump. Would love to see it aswell. February 7, 2011 at 5:58 PM. Btw, I am pedro from blog.edgesize.com :). Subscribe to: Post Comments (Atom). My Portfolio and Art work. Noida, U.P., India.

2

Mr.Craft A NEXT GEN GAME ARTIST: Temple of Angkor

http://3deagle.blogspot.com/2010/06/httprapidshare.html

MrCraft A NEXT GEN GAME ARTIST. Tuesday, June 22, 2010. Labels: I created this for my personal project in 2008. I used vray for lighting. Subscribe to: Post Comments (Atom). My Portfolio and Art work. Http:/ mrcraft.artstation.com/. Noida, U.P., India. View my complete profile. Simple template. Powered by Blogger.

3

Mr.Craft A NEXT GEN GAME ARTIST: Abandon Drainage

http://3deagle.blogspot.com/2013/10/abandon-drainage.html

MrCraft A NEXT GEN GAME ARTIST. Wednesday, October 2, 2013. Subscribe to: Post Comments (Atom). My Portfolio and Art work. Http:/ mrcraft.artstation.com/. Noida, U.P., India. View my complete profile. Simple template. Powered by Blogger.

4

Mr.Craft A NEXT GEN GAME ARTIST: Game Artists the 5 Cardinal Rules

http://3deagle.blogspot.com/2010/11/game-artists-th-5-cardinal-rules-1.html

MrCraft A NEXT GEN GAME ARTIST. Tuesday, November 30, 2010. Game Artists the 5 Cardinal Rules. 1 Don't wrap up your ego in your artwork. People are going to criticize the work you do. Learn from those people. 3 You can only grow so much through school and work. The best artists hone their skills outside of school and outside of work. They keep creating even when they're not "on the clock.". October 14, 2011 at 2:19 AM. Subscribe to: Post Comments (Atom). My Portfolio and Art work. View my complete profile.

5

Mr.Craft A NEXT GEN GAME ARTIST: Technical points of Textures compression

http://3deagle.blogspot.com/2012/05/technical-points-of-textures.html

MrCraft A NEXT GEN GAME ARTIST. Saturday, May 12, 2012. Technical points of Textures compression. When linear filtering normal maps the filter can cause normals to become less than normalized. If this happens then we will have to renormalize the normals in a fragment program each time a texel if fetched. Artifacts will arise when trying to use normal maps and a DXT compression format, especially with specular highlights. Generating the Z component can increase the rendering quality.

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blog.edgesize.com blog.edgesize.com

digital playground » Flamethrower, Done

http://blog.edgesize.com/2010/09/flamethrower-done

Posted on September 12th, 2010. Final textures of the portable flamethrower. After a few days off, I came back to this and finished it. Below is some screenshots taken inside 3dx max viewport using 3pshader. The final tri count is 5484 and is using textures with 2048*1024 size. More pictures bellow. Difuse, Specular, Gloss, AO, Normals). Hope you like it as much as I did doing it. Will post some more new stuff in a few days. 7 Responses to “Flamethrower, Done”. On September 12th, 2010 at 21:36.

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Mr.Craft A NEXT GEN GAME ARTIST

MrCraft A NEXT GEN GAME ARTIST. Wednesday, October 2, 2013. Saturday, May 12, 2012. Technical points of Textures compression. When linear filtering normal maps the filter can cause normals to become less than normalized. If this happens then we will have to renormalize the normals in a fragment program each time a texel if fetched. Artifacts will arise when trying to use normal maps and a DXT compression format, especially with specular highlights. DXT1 gives us the highest compression ratio. 1991 Sonic ...

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