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>> No.525033 [View]
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525033

>>525020

>> No.524086 [View]
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524086

>>524082

>> No.523121 [View]
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523121

>>523120

>> No.522673 [View]
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522673

>>522672
>symbol drawing

>> No.508529 [View]
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508529

>>508484

>> No.489492 [View]
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489492

>>489484
>racer445

the textures do actually look boring. especially the top left img

>> No.482489 [View]
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482489

>>482488

>> No.481557 [View]
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481557

>>481555
>It's alright, pulled DS2 on max last year,
>dark souls 2 on max

>> No.481026 [View]
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481026

>>481023
>demo sceners

>> No.475243 [View]
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475243

>>475241
Similar, but ultimately not useful as well as being CPU bound. You see, when we render to the gbuffer our shaders are very simple and we only do a final shade once in the deferred lighting pass. In the past with forward rendering, sure, occlusion culling could work, but in modern AAA deferred pipe its no bueno :^)

>> No.472724 [View]
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472724

>>472698
nice styl-o-ohhhh

>> No.469200 [View]
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469200

>>469199
>PBR fad currently going on

>> No.430977 [View]
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430977

>>430099
>using blender 2.0
>2014

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