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therealmjp.github.io
| | etodd.io
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| | Hello and welcome to another week of Lemma development progress updates! This time I did a lot more work on the player character. I spent a ton of time in GIMP working on the texture map. I didn't skimp on memory space, it's a full 4096x4096. The GIMP file is over 150MB. I also split the model into three distinct materials: a shiny one for the chest, neck, and pants, a less shiny one for the hands, and a completely dull one for the hoodie. I stored the mappings for these materials in the texture's alpha channel.
| | www.reedbeta.com
4.3 parsecs away

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| | Pixels and polygons and shaders, oh my!
| | morad.in
5.0 parsecs away

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| | Foreword After my previous articles I started looking for another game to dive into and I ran into the demo version of Shadows of the Tomb Raider. I thought the rendering of this game is probably already really interesting but with the recent patch to enable raytraced shadows it made it an even better target. [...]
| | leifnode.com
28.9 parsecs away

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| I've been looking at a lot of resources on current rendering algorithms to get nice looking real-time graphics and thought that it's time that I actually go and