Difference between revisions of "User:EricChadwick"
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EricChadwick (Talk | contribs) (wiki to do) |
EricChadwick (Talk | contribs) (→To Do: Free Knowledge) |
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=== To Do === | === To Do === | ||
+ | * [http://polycount.com/discussion/161627/free-knowledge Free Knowledge] | ||
* [http://polycount.com/discussion/160751/should-i-bevel-the-f-ck-out-of-my-hard-surface-model Should I bevel the f*ck out of my hard surface model?] | * [http://polycount.com/discussion/160751/should-i-bevel-the-f-ck-out-of-my-hard-surface-model Should I bevel the f*ck out of my hard surface model?] | ||
* [http://polycount.com/discussion/161034/ios-pvrtc-compression-terribly-for-rgba iOS PVRTC Compression terribly for RGBA] | * [http://polycount.com/discussion/161034/ios-pvrtc-compression-terribly-for-rgba iOS PVRTC Compression terribly for RGBA] |
Revision as of 08:26, 9 December 2015
- I'm a veteran game development artist with experience in various roles.
- I'm also an administrator for this wiki; if you have any questions feel free to contact me.
Links
- Wiki contributions: Special:Contributions/EricChadwick
- Forum name: Eric Chadwick
- Portfolio: http://ericchadwick.com
- LinkedIn: http://www.linkedin.com/in/ericchadwick
To Do
- Free Knowledge
- Should I bevel the f*ck out of my hard surface model?
- iOS PVRTC Compression terribly for RGBA
- The "ultimate trim" technique from Sunset Overdrive
- Decal technique from Star Citizen
- A short explanation about custom vertex normals (tutorial)
- Why is ptex not used in games?
- Add modular info from this thread to this wiki page.
- Normal_map is too long, and out of date.
- GameRenderingTerminology should be folded into Glossary pages.
- Migrate content from TAO wiki.
- Fix links on CgFX
- PolycountOldTOC = kill it?
Bookmarks
Templates
Special:UncategorizedTemplates
This page is a stub. YOU can help the Polycount Community by expanding it! |
{{Template:Stub}} Template:Stub
{{Template:Archive}} Template:Archive
- [[image:icon_cleanup.png]]
- [[image:icon_important.png]]
- [[image:icon_info.png]]
- [[image:icon_protect.png]]
- [[image:icon_warning.png]]
Ancient Pages to Fix
- PolycountOldTOC
- OldSiteResourcesGeneralMiscellaneous
- General_Tutorials
- OldSiteResourcesQuake2Tools
- OldSiteResourcesQuake3ShaderManual
Image Formatting
Image as link, no float.
[[image:vertex_alpha_lava_example.jpg|none|200px|frameless|link=http://www.polycount.com/forum/showthread.php?t=148176]] Image as link, no float. [[image:|none|200px|frameless|link=]]
<gallery mode="nolines" widths=120px heights=120px> alpha_8bit.gif|8bit, 256 grays (enlarged 4x). alpha_4bit.gif|4bit, 16 grays (enlarged 4x). alpha_1bit.gif|1bit, black and white only (enlarged 4x). </gallery>
[[image:vertex_alpha_lava_example.jpg|thumb|left|200px|This lava shader uses vertex alpha for transparent edges. Image by [http://ericchadwick.com Eric Chadwick].]]<br clear="all"/>
[[Image:2dtut_thumbwar.png|link=http://www.autodestruct.com/thumbwar.htm]] Image as a link.
Alphas by Eric Chadwick |
{| |[[image:alpha_8bit.gif]] [[image:alpha_4bit.gif]] |- |rowspan="2"|Alphas by [http://ericchadwick.com Eric Chadwick] |}