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Henry Hoffman's Game Art and Design

Henry Hoffman's Game Art and Design. Okay so I've made some progress with shaders and materials in Blender. I've put together several of my experiments into a (badly designed/rushed) character design to demonstrate how they can be practically applied. All this is running in realtime in the Blender Game Engine:. Links to this post. Illustration to 3D: Texture void of perspective. Notice how the dress and the wallpaper are made up of a flat seamless texture? This is an effect I've not seen in 3D work befor...

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Henry Hoffman's Game Art and Design | henryhoffman.blogspot.com Reviews
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Henry Hoffman's Game Art and Design. Okay so I've made some progress with shaders and materials in Blender. I've put together several of my experiments into a (badly designed/rushed) character design to demonstrate how they can be practically applied. All this is running in realtime in the Blender Game Engine:. Links to this post. Illustration to 3D: Texture void of perspective. Notice how the dress and the wallpaper are made up of a flat seamless texture? This is an effect I've not seen in 3D work befor...
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1 shader progress
2 12 comments
3 6 comments
4 2 comments
5 0 comments
6 sidescroller programming
7 features
8 water
9 todo
10 fix buggy platforms
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Henry Hoffman's Game Art and Design | henryhoffman.blogspot.com Reviews

https://henryhoffman.blogspot.com

Henry Hoffman's Game Art and Design. Okay so I've made some progress with shaders and materials in Blender. I've put together several of my experiments into a (badly designed/rushed) character design to demonstrate how they can be practically applied. All this is running in realtime in the Blender Game Engine:. Links to this post. Illustration to 3D: Texture void of perspective. Notice how the dress and the wallpaper are made up of a flat seamless texture? This is an effect I've not seen in 3D work befor...

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1

Henry Hoffman's Game Art and Design: 2nd Year University Project - Des Bois

http://henryhoffman.blogspot.com/2010/05/2nd-year-university-project-des-bois.html

Henry Hoffman's Game Art and Design. 2nd Year University Project - Des Bois. I'm coming to the end of my second year now and have finished the major project before my final one. It's been a real learning experience working in a large group of mixed abilities and mixed motivations but it's been fun and I'm pleased with the result. Our game is Des Bois and you can view a video below:. You can also download the game here:. Des Bois v1 (64.09mb). Or visit the website here:. Http:/ www.desboisgame.com.

2

Henry Hoffman's Game Art and Design: Illustration to 3D: Texture void of perspective

http://henryhoffman.blogspot.com/2010/10/illustration-to-3d-texture-void-of.html

Henry Hoffman's Game Art and Design. Illustration to 3D: Texture void of perspective. So I've been experimenting today with some bits and bobs. I spent some of yesterday and today compiling some inspiration for the final project. I have a rough idea in my mind for the game so have been putting fragments of ideas together in a bid to gain some clarity. I'm mashing any inspiration I've found over the years into a single mashed up inspiration heap here http:/ henryhoffman.tumblr.com/. Have a look at the res...

3

Henry Hoffman's Game Art and Design: Blender Game Engine Update

http://henryhoffman.blogspot.com/2010/09/blender-game-engine-update.html

Henry Hoffman's Game Art and Design. Blender Game Engine Update. I'm getting to grips with coding Python now. It's a lot easier than I'd anticipated - generally just a lot of common sense combined with creative problem solving. It's opened up a whole new area of games for me and it's been really satisfying being able to combine creative and technical ideas to create awesomeness. Also coded is automatically updating grass position, based on the player, to keep polycount at a minimum. First of all I would ...

4

Henry Hoffman's Game Art and Design: Shader Progress

http://henryhoffman.blogspot.com/2010/10/shader-progress.html

Henry Hoffman's Game Art and Design. Okay so I've made some progress with shaders and materials in Blender. I've put together several of my experiments into a (badly designed/rushed) character design to demonstrate how they can be practically applied. All this is running in realtime in the Blender Game Engine:. 12 Response to "Shader Progress". Says: 8 October 2010 at 14:08. Cool design, yes rough but cool. But what type of game is this for or what type of media? Says: 8 October 2010 at 14:14. Says: 8 Fe...

5

Henry Hoffman's Game Art and Design: Realtime Grass in Blender

http://henryhoffman.blogspot.com/2010/09/realtime-grass-in-blender.html

Henry Hoffman's Game Art and Design. Realtime Grass in Blender. So with my new found Python programming skills the game engine world is starting to open up. I decided to take a look at realtime grass rendering in the Blender game engine, something I've never seen executed successfully. Using some nifty parallax shell techniques, coupled with some Python that offsets the grass based on the player position and some LOD meshes for faster grass dissipation, I created this:. Subscribe to: Post Comments (Atom).

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Henry Hoffman's Game Art and Design

Henry Hoffman's Game Art and Design. Okay so I've made some progress with shaders and materials in Blender. I've put together several of my experiments into a (badly designed/rushed) character design to demonstrate how they can be practically applied. All this is running in realtime in the Blender Game Engine:. Links to this post. Illustration to 3D: Texture void of perspective. Notice how the dress and the wallpaper are made up of a flat seamless texture? This is an effect I've not seen in 3D work befor...

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