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Screenshot of the Month January 2010 [Winner announced!]

Posted: Sun Dec 20, 2009 2:30 am
by wing64
Admin notice: Since this voting started from a split post, this announcement will start in another person's post :?

Ok, voting is through. We have a (very clear) winner! Congratulations to Mel with his winning screenshot Olimpus Asteroid.


We have finished the submission phase for January, please vote now for the best screenshot January 2010. Submissions for February are open in another thread.
Voting will be held until February 20th. Good luck!

Here are the contestants:
wing64 - Kentao
Image

Firgof - Planetary atmosphere
Image

eye776 - Planetary War Chronicles
Image

devsh - GeometryShaders
Image

Mel - Olimpus Asteroid
Image

randomMesh - Game of Life
Image


(old edit]
So, submissions for January 2010 are open. Since we have another competition for best screenshot 2009 in between, you can submit until end of January.
Now, back to the original post...


His name's Kentao.
Image
Technique.
1. Normalmap.
2. Facial Animation.
3. 19,000 Faces.
4. Point light.
Thanks.

Posted: Sun Dec 20, 2009 4:08 am
by Virion
@wing64: are the facial expressions independent from the full body (keyframe) animation?

Posted: Sun Dec 20, 2009 7:49 am
by wing64
Yes. :D

Posted: Sun Dec 20, 2009 9:39 am
by Virion
wing64 wrote:Yes. :D
:shock: :shock: :shock: i'll vote for you!!
but how you did that

Posted: Mon Dec 21, 2009 2:35 am
by wing64
An easy way to create facial animation for us have 2 choices ->
1. Use Facial animation with bone (.X, .B3D) or use SAnimatedMesh or use MD3 format for handle animation eg. A E I O U.
2. Use dummy mesh for blend shape and tranforms into full body. This's sound like maya blend shape technique.
Then if u choose someone above process u will sync animation with sound stream. :D
Cheers

Posted: Mon Dec 21, 2009 5:01 pm
by Mel
Looks awesome, and it is greatly detailed! :)

Posted: Tue Dec 22, 2009 11:13 am
by Virion
wing64 wrote:An easy way to create facial animation for us have 2 choices ->
1. Use Facial animation with bone (.X, .B3D) or use SAnimatedMesh or use MD3 format for handle animation eg. A E I O U.
2. Use dummy mesh for blend shape and tranforms into full body. This's sound like maya blend shape technique.
Then if u choose someone above process u will sync animation with sound stream. :D
Cheers
i see, so I just have to move the face bone manually? that's cool i never thought of that before :oops:

Posted: Thu Dec 24, 2009 4:24 pm
by Firgof
Image
We reworked the planetary atmosphere shader, and though it is still a WIP, I thought I ought to highlight it here.

This image will be part of your competition for SotM in January (or an even better shot)! :P

Posted: Thu Dec 24, 2009 8:07 pm
by devsh
Use scattering approximation...there is no ambient in space :)
clouds are likely to scatter your light forward and so is water just tweak the shader a little... when

max(0.0,dot(lightdir,normal))

instead when there is ocean or cloud add 0.1 or 0.05 to the dot product and instead of maxxing it clamp it

i would also do that

Posted: Mon Dec 28, 2009 11:19 am
by eye776
I haven't posted anything from this project in a LOOONG time.
Image

Posted: Tue Jan 05, 2010 7:01 pm
by devsh
Irrlicht Example 25.GeometryShadersGLSL
Image

P.S. I will change the image soon

Posted: Sat Jan 23, 2010 11:38 pm
by Mel
My two cents for January.

Image

92545 triangles plus the plain and (somewhat old) fixed pipeline rendering.

Posted: Sun Jan 24, 2010 3:30 pm
by xDan
wow, that's awesome mel. I'd love to walk around in that or see a video.

Posted: Sun Jan 24, 2010 4:05 pm
by Virion
Mel that looks just awesome. I can imagine some drop shadow cast by the tree leaves, would be really cool if you have that. Nice. :)

Posted: Tue Jan 26, 2010 12:59 am
by Mel
That's the plan :)