VIZA613 - Cameron Tynes
Monday, December 2, 2013
Monday, November 18, 2013
Appearance First Pass
Chair
Only see a small portion of the top left of the back cushion. This is the important part.
Wednesday, November 13, 2013
Writing Shaders, Failure, Success
Target Shader Style:
My goal in shading started out as an attempt to re-create the toony-illustrative style of TF2, Meet Buck, and Mac N Cheese.
My goal in shading started out as an attempt to re-create the toony-illustrative style of TF2, Meet Buck, and Mac N Cheese.
TF2 came with lots of documentation on their shaders (including a SIGGRAPH paper), so I tried to follow that style most. TF2 uses view-independent diffuse components and view dependent shader components (duh). What makes it unique is the way shadows are driven. Artists use ramps to drive the color gradient across shadows and at the terminator.
My ramp driven shader using a half-lambertian function to allow the light to wrap around the object:
Once lights were attached and diffuse was attached my ramp effect was lost :( Unfortunately I've found the application of this effect in RSL is now defunct.
With that said, I've scrapped the shader until I get a stroke of genius and gone plain ole diffuse/spec/normal map texture routes.
Wednesday, November 6, 2013
Monday, November 4, 2013
Wednesday, September 11, 2013
Subscribe to:
Comments (Atom)

































