Thursday, 20 May 2010
Dude looks like a lady!
Thursday, 13 May 2010
To Inifinity and Beyond!
First up my Animation: My First ship is flying round a planet which has been textured to look like its on fire. Since its my first animation I wanted to go with something basic. The ship is been chased by a spiky sphere. For some particle effects I made it blizzard triangles (the only option it had). Also to add emphasis for the burning planet I have projected some bitmap images using a light feature. For the background of the animation I have placed a haunter with a particle effect in its hand this makes the scene a bit more sinister. Also near the end of the animation the ship is supposed to explode the feature failed but I kept it in to show that I acknowledge particle effects. I can't upload a video as it is been difficult but I can upload some screenshots.


Thursday, 29 April 2010
Animation
I have made an animation it is tolerable for a few seconds the camera was unavoidable at first but I just accepted it as an inevitability. Enjoy.
Thursday, 22 April 2010
Finished
I have finished my first project for unit 64,65. I have animated the ship and worked with the camera, I will publish the video once I have it sorted out.
Thursday, 25 March 2010
Thursday, 18 March 2010
Level of Detail
The level of detail is counted for the amount of polygons in a model increasing the poly count by having the model at a closer distance to the screen compared to the models in the background who will have a lesser polygon count.
The poly count changes to what game is been made as a usual common polycount will be in the tens of thousands. Also with each scenes seen in a game exampel a close up of a character the majority of the screen is comprised of the characters detail so the detail will be at a higher level. Also a strategy game might have a high poly count but the game play will dictate that with the more content on the screen the level of detail will decrease.









The poly count changes to what game is been made as a usual common polycount will be in the tens of thousands. Also with each scenes seen in a game exampel a close up of a character the majority of the screen is comprised of the characters detail so the detail will be at a higher level. Also a strategy game might have a high poly count but the game play will dictate that with the more content on the screen the level of detail will decrease.









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