Difference between revisions of "User:EricChadwick"
From polycount
EricChadwick (Talk | contribs) |
EricChadwick (Talk | contribs) |
||
Line 9: | Line 9: | ||
* Portfolio: http://ericchadwick.com | * Portfolio: http://ericchadwick.com | ||
* LinkedIn: http://www.linkedin.com/in/ericchadwick | * LinkedIn: http://www.linkedin.com/in/ericchadwick | ||
+ | |||
+ | === To Do === | ||
+ | * [http://polycount.com/discussion/161034/ios-pvrtc-compression-terribly-for-rgba iOS PVRTC Compression terribly for RGBA] | ||
+ | * [http://polycount.com/discussion/160794/the-ultimate-trim-technique-from-sunset-overdrive The "ultimate trim" technique from Sunset Overdrive] | ||
+ | * [http://polycount.com/discussion/155894/decal-technique-from-star-citizen/p1 Decal technique from Star Citizen] | ||
+ | * [http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1 A short explanation about custom vertex normals (tutorial)] | ||
+ | * [http://polycount.com/discussion/123319/why-is-ptex-not-used-in-games Why is ptex not used in games?] | ||
+ | * Add modular info from [http://www.polycount.com/forum/showthread.php?t=150351 this thread] to [[Modular_environments|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+ | * [[Normal_map]] is too long, and out of date.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 === | === Bookmarks === | ||
Line 35: | Line 48: | ||
* [[OldSiteResourcesQuake2Tools]] | * [[OldSiteResourcesQuake2Tools]] | ||
* [[OldSiteResourcesQuake3ShaderManual]] | * [[OldSiteResourcesQuake3ShaderManual]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Image Formatting === | === Image Formatting === |
Revision as of 16:13, 22 November 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
- 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] |}