Blender vray github

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Rudimentary support for geometry patches were introduced, allowing for the rendering of organic curves, which suited the art style of flesh and cathedral quite nicely. If you're going for a super-blocky classic FPS look, it's perfect.īut starting with Quake 3, that started to shift. You can already do a fair amount with Trenchbroom, a map editor more notable in Quake gamedev circles, and for what it is, it provides a really nice workflow for these older engines, letting you easily drag-n-drop entities into a map, and executing even more complex brushwork with ease.

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I have been experimenting with alternative methods of level design when I have time, and the most intriguing to me is using Blender and Omniverse to compose maps for the idTech4 engine. Not much to look at, but that's because it lacks textures, which I haven't 100% figured out how to export yet.

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