This map captures the GameCube graphic archetecture. It was fixed-pipeline, but understanding that it had all the functionalitie's of a pixel shader(limited to one sample), one could produce some truly beautiful work.
This map captures the GameCube graphic archetecture. It was fixed-pipeline, but understanding that it had all the functionalitie's of a pixel shader(limited to one sample), one could produce some truly beautiful work.
Inspired by the Animator Survival Kit videos(http://www.youtube.com/watch?v=Yd0VjbchU1M) a few years ago: Took a shot at making modest traditional 2D animation cycles.
Spent a week checking out the Stykz (www.stykz.net) animation program. Loved the simplicity of it and had a blast!
Wrote script to rig Juggernaut and Psylocke. Hand Animated walk cycles. And also wrote CGFX shaders. Fun!