Whoa.
2Dd
Join Date: 2003-09-27 Member: 21246Members
<div class="IPBDescription">far cry soldier guys</div> i saw this picture on gamespot. Can sum1 convert when far cry is released?
<a href='http://www.gamespot.com/pc/action/farcry/screens.html?page=189' target='_blank'>http://www.gamespot.com/pc/action/farcry/s...s.html?page=189</a>
<a href='http://www.gamespot.com/pc/action/farcry/screens.html?page=195' target='_blank'>http://www.gamespot.com/pc/action/farcry/s...s.html?page=195</a>
<a href='http://www.gamespot.com/pc/action/farcry/screens.html?page=146' target='_blank'>http://www.gamespot.com/pc/action/farcry/s...s.html?page=146</a>
<a href='http://www.gamespot.com/pc/action/farcry/screens.html?page=189' target='_blank'>http://www.gamespot.com/pc/action/farcry/s...s.html?page=189</a>
<a href='http://www.gamespot.com/pc/action/farcry/screens.html?page=195' target='_blank'>http://www.gamespot.com/pc/action/farcry/s...s.html?page=195</a>
<a href='http://www.gamespot.com/pc/action/farcry/screens.html?page=146' target='_blank'>http://www.gamespot.com/pc/action/farcry/s...s.html?page=146</a>
Comments
Perhaps a few hacks could make something to resemble that, for the mean time.
<a href='http://www.gamespot.com/pc/action/farcry/screens.html?page=165' target='_blank'>OMG!!! NOOBS!! </a>
and this masked soldiers really asking for cutting their throats... i dunno... i dont like this design very much..
BTW, no pun intended
<a href='http://www.gamespot.com/pc/action/farcry/screens.html?page=165' target='_blank'>OMG!!! NOOBS!! </a> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!! What the hell... I bet there's some number of bullets in those other than fifty, or something.
Man, people need to learn a lesson from DoD and not be afraid to ANIMATE!
Except weapons.
mr. masterchief
wireframe.
<img src='http://halo.bungie.net/images/site/halo/gallery/halo2/mc_wireframe.jpg' border='0' alt='user posted image'>
smooth shade.
<img src='http://halo.bungie.net/images/site/halo/gallery/halo2/mc_smoothmesh.jpg' border='0' alt='user posted image'>
smoothshade with bumpmaps.
<img src='http://halo.bungie.net/images/site/halo/gallery/halo2/mc_maps.jpg' border='0' alt='user posted image'>
finished masterchief.
<img src='http://halo.bungie.net/images/site/halo/gallery/halo2/mc_final.jpg' border='0' alt='user posted image'>
NOTE! All these renders use the same model with the same polycount.
Yes it does.. Almost all serious modern 3D games use bumpmapping.
Polybump is a new technology developed by Crytek to enhance 3D-rendering quality without increasing the overhead in real-time rendering. Polybump offers huge benefits for real-time 3D games for the PC, Xbox and Game Cube game systems. It allows users to create and render an extremely low poly model using an ultra high poly model while displaying virtually no visible difference between the two. Rendering time is greatly decreased. Polybump is the first commercial package, which allows users to do all this with just a few clicks.
Reduces polygon numbers in real-time 3D graphics.
Increases image quality combining Polybump and self-shadowing technology.
Ability to add more characters on the screen.
Decreases memory usage.
Increases rendering speed by applying the calculation for skinning to less bones/vertices and for stencil shadow volume to fewer polygons.
Quickly embedded Polybump Technology in your real-time 3D-Engine with ‘Copy & Paste’ from our easy-to-use source code.
Increases your image quality with rendering high quality 3D graphics.
Uses an industrial-strength algorithm, which accepts input of two models - a low and high poly model. It then generates a normal map, and then maps the high poly model onto the low poly model.
Works as a separate process so users can continue to use 3ds max™ or Maya® while Polybump is working in the background. It saves Polybump normal maps in any format supported by 3ds max™ or Maya®.
Includes additional features such as support for merging an additional bump map onto a normal map and creating "accessibility" maps to improve the visual quality of a model.
The algorithm does not recognize if objects are not self-contained (as required by existing papers on the subject).
Free evaluation version of Polybump contains:
The 3ds max™ plugin, with limited texture size & polygon count.
A viewer (without source code), showing Polybump in action, in real-time.
Registered users will receive:
The complete tool without any limitation in texture size and polygon count.
Viewer's easy-to-use source code with the ability to ‘copy&paste’ within real-time 3D-Software.
Free updates.
Email tech support from Crytek's development team.
3ds max™ is a trademark of Autodesk, Inc.
Maya® is a registered trademark of Alias|Wavefront.
Pricing:
€ 900 per license (US customers will be billed in dollars)
Polybump is free to students & for non-commercial use.
In short: not anytime soon, nor easily even then.
Incidentally, why would you even want the farcry models in NS? They're pretty, sure, but they're pretty *dull*, too. They're military guys. 20th-century military guys. We've seen that look a million times already.
They are dull, but the NS Marine's are a cross of The Green Ranger and Robo-Cop. They're awesome, but the low-quality textures on the models aren't like the Far Cry models[obviously]. I'm guessing it's the sharp textures.
Btw, I downloaded the Far Cry demo and liked it. *gasp* On another note, Chrome sucks.
<img src='http://www.crytek.com/images/gallery/polybump/poly_04.jpg' border='0' alt='user posted image'>
the game rocks <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
edit: I'm pretty sure halo only uses bump maps. I'm talking about the crytek thing.
In short: not anytime soon, nor easily even then.
Incidentally, why would you even want the farcry models in NS? They're pretty, sure, but they're pretty *dull*, too. They're military guys. 20th-century military guys. We've seen that look a million times already. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
isnt the SDK just that? i am not much of a hardcode coder, but I know my way around the .cpp files in the sdk. i think if someone was devoted enough, they could pull it off. same with ragdoll, except.... since there is not enough bone controller links to go around, your best bet would be animation blends. you'd have to make a shatload of different blends for each body part in order for ragdoll to work right, and even then, with +500 anims to a model, it probably wouldnt compile. its not worth it, you might as well just wait for hl2, or the hl2 sdk which may give a hint as to how its done.