Thursday, 29 January 2009
Just a Book...
Musion
Wacky Racers
Wednesday, 28 January 2009
Fence Test
Tuesday, 27 January 2009
T Poses... Just For FUN!
Public Folders
Monday, 26 January 2009
Forum Found... RESEARCH
http://www.gamedev.net/community/forums/topic.asp?topic_id=506863
Hope you guys find it interesting like me ^^
Sunday, 25 January 2009
Forum Madness
http://forums.cgsociety.org/archive/index.php/t-7899.html
Just searched the internet for my car...
Friday, 23 January 2009
Thursday, 22 January 2009
GTA Screen Shots Of Garage Door
Pre Rendering...DUMBED DOWN
Pre-rendering is the process in which video footage is not rendered in real-time by the hardware that is outputing or playing back the video. Instead, the video is a recording of a footage that was previously rendered on a different equipment (typically one that is more powerful than the hardware used for playback). Pre-rendered assets (typically movies) may also be outsourced by the developer to an outside production company. Such assets usually have a level of complexity that is too great for the target platform to render in real-time.
The term pre-rendered describes anything that is not rendered in real-time. This includes content that could have been run in real-time with more effort on the part of the developer (e.g. video that covers a large number of a game's environments without pausing to load, or video of a game in an early state of development that is rendered in slow-motion and then played back at regular speed). The term is generally not used to describe video captures of real-time rendered graphics despite the fact that video is technically prerendered by its nature. The term is also not used to describe hand drawn assets or photographed assets (these assets not being computer rendered in the first place).
Advantage and disadvantage
The advantage of pre-rendering is the ability to use graphic models that are more complex and computationally intensive than what can be rendered in real-time, due to the possibility of using multiple computers over extended periods of time to render the end results.
The disadvantage of pre-rendering, in the case of video game graphics, is a generally lower level of interactivity, if any, with the player. Another negative side of pre-rendered assets is that changes cannot be made during gameplay. A game with pre-rendered backgrounds is forced to use fixed camera angles, and a game with pre-rendered video generally cannot reflect any changes the game's characters might have undergone during gameplay (such as wounds or customized clothing) without having an alternate version of the video stored. This is generally not feasible due to the large amount of space required to store pre-rendered assets of high quality. However, in some advanced implementations, such as in FFVIII, real-time assets were composited with pre-rendered video, allowing dynamic backgrounds and changing camera angles.
Another problem is that a game with pre-rendered lighting cannot easily change the state of the lighting in a convincing manner.
Usage
One of the first games to extensively use pre-rendered graphics and full motion Video was the 7th Guest. Released in 1992 as the first personal computer game exclusively on CD-ROM, the game was hugely popular, although reviews from critics were mixed. The game featured pre-rendered video sequences that were at a resolution of 640x320 at 15 fps, a feat previously thought impossible on personal computers. Shortly after the release of Myst made the use of pre-rendered and CD-ROMs even more popular.
The use of pre-rendered backgrounds and movies also was made popular by Resident Evil and FF franchises on the original PS, both of which use prerendered backgrounds and movies extensively to provide a visual presentation that is far greater than the console can provide with real-time 3D. These games include real-time elements (characters, items, etc.) in addition to pre-rendered backgrounds to provide Interactivity. Often a game using pre-rendered backgrounds can devote additional processing power to the remaining interactive elements resulting in a level of detail greater than the norm for the host platform. In some cases the visual quality of the interactive elements is still far behind the prerendered backgrounds.
Some games also use 16-bit prerendered Sky Box, like Half-Life -GREAT GAME(Only Gold SRC version),Re-Volt, Quake II and others.
Recently Prerendered graphics are becoming rare in games with stronger real time rendering ability, making prerendered graphics unneeded.
CG movies such sa Toy Story, Shrek and Final Fantasy: The Spirits Within entirely pre-rendered. Pre-rendered graphics are used primarilyas Cut Scenes in modern video games, where they are also known as full motion Video
Other methods
Another increasingly common pre-rendering method is the generation of texture sets for 3D games, which are often used with complex real-time algorithms to simulate extraordinarily high levels of detail. While making Doom 3, id Software used pre-rendered models as the basis for generating normal, specular and diffuse lighting maps that simulate the detail of the original model in real-time.
Pre-rendered lighting is a technique that is losing popularity. Processor-intensive ray tracing algorithms can be used during a game's production to generate light textures, which are simply applied on top of the usual hand drawn textures.
Wednesday, 21 January 2009
Car Modelling_02
Tuesday, 20 January 2009
Car Modelling_01
Car Modelling
Loading Screens_01
An Hour Wasted?
The Brief - Revisited
d) visualisation (texturing and rendering)
Sunday, 18 January 2009
Monday/Tuesday Tasks
Quick Office Concept_01
Just an idea of the could be office above. I think it looks ok however I would like it to be a bit more compact - less spatious and more of a wreak with dirty finger prints on things and boxes in places you don't want them and the odd light flickering on and off (not pulsating I don't think) Shall discuss tomorrow again.
Just A Thought...
Friday, 16 January 2009
Images From: 2 Fast 2 Furious
Paul Walker, Tyrese and Eva Medes Star in 2 Fast 2 Furious full of Cars Garages and Nitrous Injections... basically even faster than fast cars. The final shot of the film as the opening credits start are animated and look immense. Four cars battle head to head with one another. If we can even mimic that level of detail in our car (if we decide to have a car) that would be IMMENSE!