Morphing with Vector Displacement Mapping

This technique is inspired from genetic coding. The idea is quite simple, from a unique low poly base mesh and some vector maps, we store a genotype-like description to create a new model.

The global topology has to be the same in order to match targets such as ears for example. But as we depend on the vector map, the different goal models can contain any amount of polygon.

This picture illustrates this technique with two goal meshes. It looks like a common morphing but, with masks and multiple targets, the intermediate models would be very different from each sources.

Follow the wHiteRabbiT

For many reasons that I will not to explain due to theirs trivialities, you can now follow the wHiteRabbiT Land news on Facebook, Blogspot, Twitter, YouTube & via iGoogle RSS gadget.



First steps in zBrush

Now that the 3D Engine becomes more advanced, it is time to turn on the design phase of the different characters.

First of all we will try to create them under zBrush (the screenshot is my own first modeling), like human, animal, fantasy creatures etc...

After making a reasonable count of those, a special character's editor will be developed for the animation tests and the future in-game customizations.

wHiteRabbiT Land first movie trailer

This is the first trailer of wHiteRabbiT Land, with intro part. This is an in-game trailer recorded without synchronisation in order to have a decent frame rate.

Of course, work is still in progress and as we can see there is still some clipping bug from shadows. This movie presents the wHiteRabbiT 3D engine witch is next-generation shader oriented and using directX10.