Assignment: Make 3 props.
I came, I built, I rendered.
Click image for enlarged version.
…is friggen all over the internet, and even sometimes on this site.
I strongly discourage you to not click her, because that just lets the advertising beast continue to spam the interweb with their ridiculous ad.
Also, her complexion seems pretty manly imo.
Abandon your journey now, my lord.
For my midterm, I’m going to put my props on like a kitchen counter…
And what kitchen counter is complete without a sink/faucets?
Yay for 35k incomplete faucet handles! <_< I know thats way too many polys for this object.. but I’ma go with “TURBOSMOOTH DA SHIT OUTTA IT” for everything. After all, I’m a programmer.
Still gotta do the actual faucet… click for a bigger picture.
So I’ve learned some more about Class Attributes, before I was just using [Serialization()] but in order to customize the way the WinForm PropertyGrid control works, there are some nifty attributes you can tie your code to.
Can now change how the texture previews are rendered through the use of a property grid. Not much of a feat, but, I’m proud of it.
Found lots of video tutorials on how to do Crysis stuff by the people at Crymod.
http://www.veoh.com/search/videos/q/publisher:crymodportal
Some good stuff.
Over the past month or so I haven’t really had time to update my blog due to lots of stuff that went down that I had to deal with and that I haven’t had time to develop anything regarding Forecourse… but now I’m back. Once again, I will try to remain constant with my updates.
Right now I am focusing on the Forecourse Content Creation Tool, named ForeCreation. It is (will be) a XNA-In-WinForms IDE, allowing the creation of assets that will follow Forecourse standardizations so that they can be used with any Forecourse driven application with ease.
I know its not much of a milestone, but this is my first time really dealing with WinForms, first time dealing with XNA outside of the XNA Game class, and the first time I had to deal with handling the reading/writing of custom data formats for use with an editor, and well, a lot of firsts. It is quite the learning experience and is going quite slow but I am getting there. My little ‘yay I did it’ milestone at the moment (which is pretty inferior code that could be done by a real programmer with utmost ease…) is the ability to programatically create tab pages that contain XNA renderers within. My first implementation of this is a ‘texture preview’ of textures inside the GameDataTextures folder of your project. It is more detailed in this video:
Video of Current Status as of July 25