Showing posts with label editing. Show all posts
Showing posts with label editing. Show all posts

Friday, January 01, 2010

NEMIXIS isn't dead: VIDEO CONTEST!

Our friends from France website which consist of iconic member like Starbuck and Florent TM is organizing video shooting competition on "NEMIXIS" inside Track Mania. For those who are interested you can login to this website: http://www.trackmania.com/fr/forum/viewtopic.php?t=34840

I'm very surprise they all still love my old creation: NEMIXIS CD 12.0 XL-XGT. My god that headlight still tempting, i still remember i took that design inspiration from Skyline GTR rear lights. Man that was very very long time ago.

Friday, January 04, 2008

"X3-SIXTY" gettting chop off to pieces.



Its getting pretty closer to release date, there so much things to debug on both 4x4evo1 and 4x4evo2 format. Just now i decided to break clumps of around 900 vert of polyworth of per-parts into half which is somewhere around 400 vert or 700vert per-parts/each to make sure there won't be any of those game engine error shown on the screen when i set the game reflection on. I suspected that the latest DX9 graphic code wouldn't render heavily on high poly meshes in clumps of over 1000 vert per object, was maybe probably due to old game engine in 4x4evo1 and 4x4evo2 which still rely on DX8 technology. That would heavily impact on how i should manage my poly count models on my next creation. Here are summary of task that i did from yesterday until now:

1. -Breaking any parts with over 800/900 vert >> into half to tolerabe 400-700vert
2. -Improve LOD models, reduction of poly to 70%. Reduce around 9 parts to only 3 LOD parts...just necessary enough for "distance display"
3. -Remove bogus vert/de-vertex in game (Quality control over reflective effect/during shading or surface chroming)

All above task should've completed by midnight tonite so i can have more time do another test drive for suspension and traction setting tomorrow....that'll be much easy. After that its PSP time! lol.