Added pbr compatible model to be rendered
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12 changed files with 31 additions and 0 deletions
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data/models/gun/Cerberus.tbscene
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data/models/gun/Cerberus.tbscene
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data/models/gun/Cerberus_LP.FBX
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data/models/gun/Cerberus_LP.FBX
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data/models/gun/Disclaimer.txt
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data/models/gun/Disclaimer.txt
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@ -0,0 +1,28 @@
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This asset is provided as is, for purely non-commercial, educational purposes. If this can help anyone make kickass(-er) art I couldn't be happier.
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Please note that this is predominantly an example of PBR material work, thus such things as functionality, topology and mesh optimization might be
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somewhat overlooked.
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Now go make something pretty! :D->-<
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Cheers,
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Andrew Maximov
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More PBR Tutorials:
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http://www.ArtIsAVerb.info/PBR.html
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http://www.ArtIsAVerb.info/PBT.html
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Cerberus Videos:
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https://www.youtube.com/watch?v=xIHiXnMltDg
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https://www.youtube.com/watch?v=cCYVLkG3hjI
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Other art, info and tutorials here:
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https://www.facebook.com/ArtIsAVerb
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http://www.youtube.com/user/d1v3rsion
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http://d1ver.cghub.com/
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http://d1ver.cgsociety.org/
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http://www.ArtIsAVerb.info/
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Make sure to subscribe for all the upcoming stuff! :)
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2014, All Rights Reserved.
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data/models/gun/Textures\Cerberus_A.tga
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data/models/gun/Textures\Cerberus_A.tga
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data/models/gun/Textures\Cerberus_M.tga
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data/models/gun/Textures\Cerberus_M.tga
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data/models/gun/Textures\Cerberus_N.tga
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data/models/gun/Textures\Cerberus_N.tga
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data/models/gun/Textures\Cerberus_R.tga
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data/models/gun/Textures\Cerberus_R.tga
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data/models/gun/Textures\Raw/Cerberus_AO.tga
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data/models/gun/Textures\Raw/Cerberus_AO.tga
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data/models/gun/Textures\Raw/Cerberus_N.tga
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data/models/gun/Textures\Raw/Cerberus_N.tga
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After Width: | Height: | Size: 48 MiB |
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data/models/gun/Textures\Raw/Cerberus_UV.tga
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data/models/gun/Textures\Raw/Cerberus_UV.tga
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data/models/gun/Textures\Raw/Masks.psd
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data/models/gun/Textures\Raw/Masks.psd
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@ -72,7 +72,9 @@ int main(int argc, char **argv) {
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Model backpack(std::string(ROOT_DIR) +
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std::string("data/models/backpack/backpack.obj"));
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Model cube(ROOT_DIR "data/models/cube/cube.obj");
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Model gun(ROOT_DIR "data/models/gun/Cerberus_LP.FBX");
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cube.translate(glm::vec3(3.0f, 0.0f, -1.0f));
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gun.translate(glm::vec3(-3.0f, 0.0f, 0.0f));
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// Create player camera object
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PlayerCamera camera;
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@ -116,6 +118,7 @@ int main(int argc, char **argv) {
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// Draw Meshes
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cube.draw(shader);
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backpack.draw(shader);
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gun.draw(shader);
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// Finally render everything
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shader.use();
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