Sentences with phrase «texture mapping do»

Texture Artists and Texture Mapping Don't be surprised if you visit a video game development team and find the texture artist just standing and staring at the wall.

Not exact matches

The developers have done a brilliant job at mapping these real life fighters into the virtual world from their hair to skin textures and amazing tattoos.
They don't sport a ton of polygons or bump - mapped textures, but the art and design for each track properly capture the atmosphere of the representative environments.
according to dice they both look equally crappy (run at pc lowest settings) at 1280x704 with no v - sync, no texture filtering and smaller maps and player count the ps3 uses spu based differed rendering while 360 uses tile based differed rendering they are both the same thing but the ps3 version is simoly called spu based differed rendering because the differed rendering is done on SPU and NOT the gpu the 360s gpu is much more advanced than the ps3s gpu (which is why the gpu can handle the differed rendering while with ps3 it must be done on spus) while the ps3s cpu is better at graphics calculations and simple physics than the 360s cpu but the 360 cpu does win in branch intensive operations ust so you know the 360s cpu can also help out with graphics operations and post processing effects just not as much as the cell because MS focused on putting more power into the gpu even IBM stated that the cell is better for more things than xenon but that the 360s gpu is «very sophisticated» compared to the ps3s rsx.
Xbox One: 1.18 Teraflop GPU with 12 active Compute Units (2 disabled) 768 Shaders 48 Texture mapping units 16 Render output units 2 Asynchronous Compute Engines with 16 queues PlayStation 4: 1.84 Teraflop GPU with 18 active Compute Units (2 disabled) / / 56 % higher than Xbox One 1152 Shaders / / 50 % more 72 Texture mapping units / / 50 % more 32 Render output units / / 100 % more 8 Asynchronous Compute Engines with 64 queues / / 400 % more» does not matter how much proof you show to Xbox1 FANBOYS they will never agree that the ps4 has more power, it is pointless to point it out to them they wear MS BLINKERS, unlike true gamers who do nt wear blinkers they go by facts shame they can not learn to use facts instead of bullshit they keep spouting.
The designs for the killers themselves are quite reasonable, but aside from that texture quality is iffy and the maps are fairly bland in a visual sense, although they do a decent sense of atmosphere..
I mean a huge example would be Driveclub game got a huge graphical upgrade, everything from higher textures to better normal maps, global illumination, advanced weather systems, drip maps, reflections shadows and improved lighting but most gamers didn't notice it, maybe cause a lot of gamers think crushed blacks and or certain lighting affects look better then others kind of like console gamers who claim they cant see the difference in 30 and 60 fps or even weird cases of gamers saying 120 fps is not noticeable or even worse then 60 fps.
There are tons of details in the units and level layout, and I did not notice any repetitive textures like many RTS maps are plagued with.
I know it doesn't matter that GTA IV apparently has «high [er]- quality textures and the depth / normal maps that go with them» on 360.
As reported by oneofswords, Dan Bunting showed off the games HDR lighting, bounce lighting and self shadowing tech, which he said «does most of the work when it comes to visual fidelity», as well as a new texture technique called reveal mapping.
The developers have done a brilliant job at mapping these real life fighters into the virtual world from their hair to skin textures and amazing tattoos.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Check out the map that decorates the base and the texturing on his iconic hat, which does a fantastic job of making plastic feel like stiff felt.
But did you know that even the textures and pollution maps have interesting things hidden in them?
«From the start we knew we wanted to take advantage of what the Tegra 3 mobile processor can do, from extra-detailed models and normal - mapped textures to advanced collision and driving physics.
Although the screens that we were provided don't show it, environments are not as detailed as I hoped as I found bland texture work throughout all the maps.
Also, Do the character models only have one texture with all of the required materials on it (minus the normal map / spec) or do you guys have per - material textures that you apply to each part of a characteDo the character models only have one texture with all of the required materials on it (minus the normal map / spec) or do you guys have per - material textures that you apply to each part of a charactedo you guys have per - material textures that you apply to each part of a character?
This series will go over all kinds of things that you can do with Minecraft: Pocket Edition such as importing custom texture packs, how to get unavailable blocks and today's subject, importing custom maps.
The same textures pasted everywhere, you do nt need more ram for the same texture, they are not diffirent entities but instances (vitrual clones, not even copies), thats why it has a large map, if it had more textures and diffirent objects, the game will be more demanding.
While I almost had a flawless experience, I did have a few times where textures popped in after the scene had loaded and a few camera pans that ended up with my view outside of the map.
I was painting all over the map before this year and have decided to hone in on my most favourite type of painting, which I call «Heirloom Art Pieces» — they're a highly textured form of abstract art that I've been doing for over 6 years (undercover).
In the collection, Chéri Samba dissects the world with the 2016 painting J'aime la coleur de la vraie carte du monde (I love the color of the real map of the world); Ahmed Chiha paints vibrant patterns over bamboo sticks, grouping them over a pile of sand; Zbel Manifesto collective collected trash for a week, using it to create an installation that looks like a dining room with Maria Callas's voice singing in the background; and Soukaina Aziz Al Idrissi hangs sheets with different textures together to form a dangling collage.
2010 Speedshow / PeepShow, Hong Kong (curated by Hitomi Hasegawa) BYOB NYC, Spencer Brownstone Gallery, New York (curator) Bal Jaune Ricard, Paris (curated by Claire Staebler) BYOB Athens, Kunsthalle Athena (curated by Angelo Plessas) Speedshow, Amsterdam (curated by Aram Bartholl) Happy is a place, Mexico City (curated by Violeta Solís Horcasitas) Taipei Art Fair with TSCA, Taiwan BYOB (bring your own beamer), Berlin (curated with Anne de Vries) Binary Code View, The Agency, London Kunsthalle Athena, Athens (curated by Marina Fokidis) Multiplex, Munich (curated by Vvork) Preferiría (si) Hacerlo, Bogota, Colombia Texture Maps, Nest, The Hague (curated by Eelco van der Lingen) Circa art fair, Preteen gallery, Puerto Rico Better Brain: Projected Manifestations of Futurity, Future Gallery, Berlin Don't worry, be happy!
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