sam

sam

@sam

Hey, I'm Sam/Sammy! Fan of all things Valve! (She/Her)

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Joined 13 Sep 2022
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Made it
Made it
Completed the LambdaGeneration Half-Life 25th Anniversary Adventure
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Cat pics. Cat pics, everywhere. #UniGeneration
Two Years
Two Years
There won't be any more.
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Custom particle system I made & custom animation for a miku CSS playermodel around 2010-ish.  Was ment to be a machinima version of this: ( https://www.nicovideo.jp/watch/sm11509720 ) but lost the project before I finished it and moved onto other things. This WIP gif is the only thing left of it

Custom particle system I made & custom animation for a miku CSS playermodel around 2010-ish. Was ment to be a machinima version of this: ( nicovideo.jp/watch/sm11509720 ) but lost the project before I finished it and moved onto other things. This WIP gif is the only thing left of it

colorcorrect1
Back in 2015, I had an idea in my head for making a self-contained model that has smoke and ember effects without needing to use external using sprites, particles or texture-based animation. This is what I came up with: The smoke is a flanged uncapped cylinder that uses a gradient texture in additive mode and is distorted and controlled with animated bones (bones are seen in the third image as blue dots and yellow lines representing parent hierarchy).

The embers is a piece of geometry that is basically a distorted cylinder cap that shares the same texture in additive mode using the left portion. The cylinder is rotated by an animation bone to simulate the slow burn as the irregular shape clips in and out of the cigarette geometry.

Lastly, the ash piece that is surrounded by blue is a masked transparency portion* of the texture so I can use it in several places as a piece of plane geometry (2 triangles to make a square). I have used the plane in 6 copies: 4 around the end of the cigarette for hanging ash and 2 in the ashtray dish, you can also observe I have distorted and scaled each one to give some shape variety.

Model is 450 polygons, and uses a 256X256 8-bit BMP, and a 128X128 8-bit BMP as textures. * GoldSrc engine uses the last color of the 8bit texture palette (index 255) and uses typically pure blue as that color [ RGB: 0 0 255] for alphatest transparency.
Back in 2015, I had an idea in my head for making a self-contained model that has smoke and ember effects without needing to use external using sprites, particles or texture-based animation. This is what I came up with: The smoke is a flanged uncapped cylinder that uses a gradient texture in additive mode and is distorted and controlled with animated bones (bones are seen in the third image as blue dots and yellow lines representing parent hierarchy).

The embers is a piece of geometry that is basically a distorted cylinder cap that shares the same texture in additive mode using the left portion. The cylinder is rotated by an animation bone to simulate the slow burn as the irregular shape clips in and out of the cigarette geometry.

Lastly, the ash piece that is surrounded by blue is a masked transparency portion* of the texture so I can use it in several places as a piece of plane geometry (2 triangles to make a square). I have used the plane in 6 copies: 4 around the end of the cigarette for hanging ash and 2 in the ashtray dish, you can also observe I have distorted and scaled each one to give some shape variety.

Model is 450 polygons, and uses a 256X256 8-bit BMP, and a 128X128 8-bit BMP as textures. * GoldSrc engine uses the last color of the 8bit texture palette (index 255) and uses typically pure blue as that color [ RGB: 0 0 255] for alphatest transparency.
Back in 2015, I had an idea in my head for making a self-contained model that has smoke and ember effects without needing to use external using sprites, particles or texture-based animation. This is what I came up with: The smoke is a flanged uncapped cylinder that uses a gradient texture in additive mode and is distorted and controlled with animated bones (bones are seen in the third image as blue dots and yellow lines representing parent hierarchy).

The embers is a piece of geometry that is basically a distorted cylinder cap that shares the same texture in additive mode using the left portion. The cylinder is rotated by an animation bone to simulate the slow burn as the irregular shape clips in and out of the cigarette geometry.

Lastly, the ash piece that is surrounded by blue is a masked transparency portion* of the texture so I can use it in several places as a piece of plane geometry (2 triangles to make a square). I have used the plane in 6 copies: 4 around the end of the cigarette for hanging ash and 2 in the ashtray dish, you can also observe I have distorted and scaled each one to give some shape variety.

Model is 450 polygons, and uses a 256X256 8-bit BMP, and a 128X128 8-bit BMP as textures. * GoldSrc engine uses the last color of the 8bit texture palette (index 255) and uses typically pure blue as that color [ RGB: 0 0 255] for alphatest transparency.
Back in 2015, I had an idea in my head for making a self-contained model that has smoke and ember effects without needing to use external using sprites, particles or texture-based animation. This is what I came up with: The smoke is a flanged uncapped cylinder that uses a gradient texture in additive mode and is distorted and controlled with animated bones (bones are seen in the third image as blue dots and yellow lines representing parent hierarchy).

The embers is a piece of geometry that is basically a distorted cylinder cap that shares the same texture in additive mode using the left portion. The cylinder is rotated by an animation bone to simulate the slow burn as the irregular shape clips in and out of the cigarette geometry.

Lastly, the ash piece that is surrounded by blue is a masked transparency portion* of the texture so I can use it in several places as a piece of plane geometry (2 triangles to make a square). I have used the plane in 6 copies: 4 around the end of the cigarette for hanging ash and 2 in the ashtray dish, you can also observe I have distorted and scaled each one to give some shape variety.

Model is 450 polygons, and uses a 256X256 8-bit BMP, and a 128X128 8-bit BMP as textures. * GoldSrc engine uses the last color of the 8bit texture palette (index 255) and uses typically pure blue as that color [ RGB: 0 0 255] for alphatest transparency.

Back in 2015, I had an idea in my head for making a self-contained model that has smoke and ember effects without needing to use external using sprites, particles or texture-based animation. This is what I came up with: The smoke is a flanged uncapped cylinder that uses a gradient texture in additive mode and is distorted and controlled with animated bones (bones are seen in the third image as blue dots and yellow lines representing parent hierarchy). The embers is a piece of geometry that is bā€¦

barnpog9

Been working on a single analog sick or N64 controller mode. Featuring auto camera turning with some adjustment similar to Mario 64, and enemy lock on with the ability to swap and toggle current enemies. Still heavy WIP.

gordonhappy6
barnpog3