whoa ... somebody should team up with this guy
category: general [glöplog]
crazy modelling and testuring skills, some nice realtime-y files in the gallery too
http://www.ali-rahimi.net/pages/portfolio.html
http://www.ali-rahimi.net/pages/portfolio.html
texturing even
he's coding his own demos already.
Wow!! Amazing talent!
yeah ... I'm just sayin' ... freakin awesome talent
he's not coding demos anyway.
well, yes, I didn't use the word demo for a reason, it's realtime flybys in a viewer not coded by him, he might be interested in having some assistance with that though, ballet dancer + this == apocalypse
he is a well known Gamedev contributor, he uses Quest 3D usually for his flyby demos. We works by baking the ambient occlusion and normal maps in regular textures and lightmaps, or "hd radiosity maps" as he usually calls them (never knew why he uses that term tho). Work is nice, but I find it a bit repetitive (see what he has done in the last five years). I´m not sure he would be interested in the demoscene tho.
well these screenshots remind me with Linger In Shadows.
His webpage states that he uses quest3d for 3d-engine.
"hd radiosity-maps"-dude is a skener yet tho, he just doesnt know ! i just wonder who´ll put the lasso on him first !
wow, he's really good!
So I emailed this person telling him that we're talking about him and he had this to say
Quote:
Hi. Interesting.
For your info i build my own shaders with shaderfx. and i usually use radiosity normal map method. Its a same method that used in halflife 2. It work with 3 directional lightmap. Google it to find out more.
That would be something, a demo party in Tehran :)
it would! who brings the booze?
he can probably do some realtime Tool musicvideo? :P
Quest 3D = expensive! 1200 euro up to 10k euro
Impressive modelling and texturing, but the camera work is not so much. Maybe it wasn't the main point here though...
yeah, it's more like a spiffy viewer app with bells, iq is right on the tech too, I like the normalmaps and ao he bakes into these things tho :)
yep, what iq said.. he is well known on gamedev.net. you guys are looking like you discover there are creative people also out there :D
and also, don't ask about filesize if everything is baked...
and also, don't ask about filesize if everything is baked...
Well ... When you bake maps... The only thing that matter is UV coordinates.
That the most impressive thing in this work.
That the most impressive thing in this work.
unless you auto-unwrap and mostly use zbrush for applying the textures. the baking process itself indeed is no biggy, matter of clicking a few of the right buttons.
more than half of the scene has been baking AO and Radiosity for quite some time already, so yeah, no biggy.
unwrapping organic stuff (that doesnt have a lot of hard edges) in a way that doesn't create loads of isolated polygons and works well with lower res maps is still a challenge tho. dont think the auto unwrappers work so well with that.
I know that when using projection mapping in 3ds max it may be unwrapped into many small pieces, but with unwrella you mark your seams and get perfectly spaced uv mapping and pieces which are just cut along the seams.
I don't really know enough about this but to me it seems like what Maali said is correct. So is there any point with using more tedious methods anymore?
I don't really know enough about this but to me it seems like what Maali said is correct. So is there any point with using more tedious methods anymore?