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In the Eye of Indigo

In the Eye of Indigo. 使用了smooth ramp texture rim lighting. Normal map 不是弄得太好, 尚在研究中. 看過crysis 的lua後, 發現原來lua 也可以寫得很精彩. 1 Character 的 C class 只提供member variable, 操作member variable 的function, 及一些關於gameplay function 的空殼(將function的內容搬到script). 2 Member variable的Initialization, gameplay 的大部份內容將會搬到 lua. 最少可以節省c code compilation 的時間吧? The texture of warrior is unfinished but I will stop her development here and start a new model. Body ratio and simple texture, which looks more cartoon-style. 標籤: 3D model. Riggi...

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In the Eye of Indigo | eoigame.blogspot.com Reviews
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In the Eye of Indigo. 使用了smooth ramp texture rim lighting. Normal map 不是弄得太好, 尚在研究中. 看過crysis 的lua後, 發現原來lua 也可以寫得很精彩. 1 Character 的 C class 只提供member variable, 操作member variable 的function, 及一些關於gameplay function 的空殼(將function的內容搬到script). 2 Member variable的Initialization, gameplay 的大部份內容將會搬到 lua. 最少可以節省c code compilation 的時間吧? The texture of warrior is unfinished but I will stop her development here and start a new model. Body ratio and simple texture, which looks more cartoon-style. 標籤: 3D model. Riggi...
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1 skip to main
2 skip to sidebar
3 rendering test
4 以下是完成度40%的magician
5 shading 方面我還在摸索中
6 normal specular map
7 發佈者:
8 percy tse
9 沒有留言
10 開發進度
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skip to main,skip to sidebar,rendering test,以下是完成度40%的magician,shading 方面我還在摸索中,normal specular map,發佈者:,percy tse,沒有留言,開發進度,近來因為功課多了 所以更新也慢了,因為coding的時間少了 思考的時間反而多了,經過一番整理之後 現決定,希望這改動可以令開發過程更流暢,標籤: prototyping,unfinished warrior,melody,toon shade testing
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In the Eye of Indigo | eoigame.blogspot.com Reviews

https://eoigame.blogspot.com

In the Eye of Indigo. 使用了smooth ramp texture rim lighting. Normal map 不是弄得太好, 尚在研究中. 看過crysis 的lua後, 發現原來lua 也可以寫得很精彩. 1 Character 的 C class 只提供member variable, 操作member variable 的function, 及一些關於gameplay function 的空殼(將function的內容搬到script). 2 Member variable的Initialization, gameplay 的大部份內容將會搬到 lua. 最少可以節省c code compilation 的時間吧? The texture of warrior is unfinished but I will stop her development here and start a new model. Body ratio and simple texture, which looks more cartoon-style. 標籤: 3D model. Riggi...

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eoigame.blogspot.com eoigame.blogspot.com
1

In the Eye of Indigo: 04/2008

http://www.eoigame.blogspot.com/2008_04_01_archive.html

In the Eye of Indigo. 使用了smooth ramp texture rim lighting. Normal map 不是弄得太好, 尚在研究中. 訂閱: 文章 (Atom). In the Eye of Indigo.

2

In the Eye of Indigo: 開發進度

http://www.eoigame.blogspot.com/2008/02/blog-post.html

In the Eye of Indigo. 看過crysis 的lua後, 發現原來lua 也可以寫得很精彩. 1 Character 的 C class 只提供member variable, 操作member variable 的function, 及一些關於gameplay function 的空殼(將function的內容搬到script). 2 Member variable的Initialization, gameplay 的大部份內容將會搬到 lua. 最少可以節省c code compilation 的時間吧? 現在打算將character state, resource, gameplay等有關的都搬到lua. 訂閱: 發佈留言 (Atom). In the Eye of Indigo.

3

In the Eye of Indigo: 02/2008

http://www.eoigame.blogspot.com/2008_02_01_archive.html

In the Eye of Indigo. 看過crysis 的lua後, 發現原來lua 也可以寫得很精彩. 1 Character 的 C class 只提供member variable, 操作member variable 的function, 及一些關於gameplay function 的空殼(將function的內容搬到script). 2 Member variable的Initialization, gameplay 的大部份內容將會搬到 lua. 最少可以節省c code compilation 的時間吧? The texture of warrior is unfinished but I will stop her development here and start a new model. Body ratio and simple texture, which looks more cartoon-style. 標籤: 3D model. It will grow up into a giant dragon later! 標籤: Concept art.

4

In the Eye of Indigo: Rendering Test

http://www.eoigame.blogspot.com/2008/04/rendering-test.html

In the Eye of Indigo. 使用了smooth ramp texture rim lighting. Normal map 不是弄得太好, 尚在研究中. 訂閱: 發佈留言 (Atom). In the Eye of Indigo.

5

In the Eye of Indigo: 3D head model for testing

http://www.eoigame.blogspot.com/2008/01/3d-head-model-for-testing.html

In the Eye of Indigo. 3D head model for testing. Testing of realistic hairlines style. 標籤: 3D model. 訂閱: 發佈留言 (Atom). 3D head model for testing. 3D model (Female Warrior). Concept art (Female Warrior). Concept art (Female Magician). In the Eye of Indigo.

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In the Eye of Indigo

In the Eye of Indigo. 使用了smooth ramp texture rim lighting. Normal map 不是弄得太好, 尚在研究中. 看過crysis 的lua後, 發現原來lua 也可以寫得很精彩. 1 Character 的 C class 只提供member variable, 操作member variable 的function, 及一些關於gameplay function 的空殼(將function的內容搬到script). 2 Member variable的Initialization, gameplay 的大部份內容將會搬到 lua. 最少可以節省c code compilation 的時間吧? The texture of warrior is unfinished but I will stop her development here and start a new model. Body ratio and simple texture, which looks more cartoon-style. 標籤: 3D model. Riggi...

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