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The Visual Guide for Multiplayer Level Design — Level Art+Design Portfolio. Graphics Runner: Animating Water Using Flow Maps. Last week I attended SIGGRAPH 2010, and among the many good presentations, Valve game a talk on the simple water shader they implemented for Left For Dead 2 and Portal 2.

Graphics Runner: Animating Water Using Flow Maps

So on the plane ride back from LA, I whipped up this little sample from what I could remember of the talk. Edit: You can find the talk here: The standard technique for animated water is scrolling normal maps, as I’ve previously written about. The problem with this is that it looks unnatural as water does not uniformly move in one direction. So Valve came up with the idea of using flow maps ( based on a flow viz paper from the mid 90s ). The Flow Map First we need to create a flow map. Using The Flow Map Now we need to use the flow map to alter the water normal maps. The graph illustrates that during a cycle time from 0 to 1, we want the layer to be fully interpolated at the mid-point in the cycle, and fully un-interpolated at 0 and 1. In the code above, HalfCycle would be .5 if our cycle was from 0 to 1.

Typeset In The Future. The opening credits for Alien are nothing short of a typographic masterpiece.

Typeset In The Future

You can watch them in their entirety on the Art Of The Title web site, but here's the general gist: a slow, progressive disclosure of a disjointed, customized Futura reveals the movie's central theme over 90 seconds of beautifully-spaced angular lettering. UPDATE: Susan Bradley (and others) have pointed out that this is much more like Helvetica Black than Futura. I'd based my original claim on Art Of The Title's interview with the creators, despite a mismatch when I checked it against Futura myself.

However, after a detailed comparison with Helvetica Black, I tend to agree with Susan. Ray Traced Distance Field Soft Shadows. Overview Ray Traced Distance Field shadows leverage the properties of a distance field representation of the scene to compute efficient area shadowing from dynamic meshes.

Ray Traced Distance Field Soft Shadows

This uses the same data as Distance Field Ambient Occlusion, and therefore has many of the same limitations. To calculate shadowing, a ray is traced from the point being shaded through the scene's signed distance fields toward each light. Landscape Layer Blend. The height map in their example image is only tiled horizontally, it's meant for mapping on just a single strip of terrain.

Landscape Layer Blend

Instead, you want a traditional height map, like this. Also, the more contrast the sharper the blend. Cookbook: Moving actors in UDK using physics. Imagine you have your ball actor and you want to control it with input keys.

Cookbook: Moving actors in UDK using physics

You want it to roll in some direction if the key is pressed. Very easy way to achieve this on rigid bodies is by utilizing physics. You only need to have your actor PrimitiveComponent in PHYS_RigidBody state: DevelopmentKitGemsCharacterLighting. Search public documentation: DevelopmentKitGemsCharacterLighting 日本語訳中国翻译한국어.

DevelopmentKitGemsCharacterLighting

Шпаргалка функций плавности (easing) 8. Particle Simulations — Qt5 Cadaques Book v2014-01. Section author: jryannel Note Last Build: January 20, 2014 at 18:00 CET The source code for this chapter can be found in the assets folder.

8. Particle Simulations — Qt5 Cadaques Book v2014-01

Particles are a computer graphics techniques to visualize certain graphics effects. Typical effects could be: falling leaves, fire, explosions, meteors, clouds, etc. It differs from other graphics rendering as particles rendering is based on fuzzy aspects. Rotor: My first indie game (Schmup) Rotor was made by *Ben Mathis - 3D art www.poopinmymouth.com *Ágúst Karlsson - programming is.linkedin.com/pub/ágúst-karlsson/9/86a/908 *Peter Boehme - illustrator *Ian Dorsch - Sound Snjóhús Games is myself and my husband Ágúst.

Rotor: My first indie game (Schmup)

We wanted to make a small game as a proof of concept of working together as a small team. We were inspired by a lot of older classic arcade games. Google playiTunes The trailer: Handpainted assets for TD game. Stylised Witch for UDK. The rimlights are masked by Fresnel; the light driven rimlight runs with the clamped dot product of light vector and reflection vector, whilst the top rimlight simply dot’s the world up vector (0,0,1) with Fresnel.

Stylised Witch for UDK

Both have their own adjustable power and strength parameters and can either be colourised by either a vector parameter or the environment map if it’s being used, as you can see above. In this case the character needs an additional texture to control the strength of the rimlight at various locations; it was necessary to prevent things such as below, where the hat receives too much rimlighting: The harder, larger specular highlights and rimlights are achieved by 2 power operations sandwiching a multiplicative boost; in other words the first power operation controls the initial size of the highlight, the multiply operation brings up the small values, forming harder edges, and the second power operation is the final tighten.

[Unity Tutorial] Platform. Last Knight, Wow! Endless Runner Dengan Unreal Engine. UDK Animation Tree Tutorial 1/9. MorphTargets. Search public documentation: MorphTargets 日本語訳中国翻译한국어 Interested in the Unreal Engine?

MorphTargets

UDK Anim Tree Character Animation system Vykintas Kazdailis. CreatingAnimations. Search public documentation: AnimationNodes. Search public documentation: AnimationNodes 日本語訳中国翻译한국어 Interested in the Unreal Engine? Visit the Unreal Technology site. Looking for jobs and company info? Questions about support via UDN? Overview. FBX Skeletal Mesh Pipeline. Overview Skeletal Mesh support in the FBX import pipeline provides a streamlined workflow for getting animated meshes from 3D applications into Unreal for use in games. In addition to the meshes being imported, animations and morph targets can be transferred using the FBX format all within the same file if desired. Also, the textures (diffuse and normal map only) used in the materials applied to those meshes in the 3D application will be imported and materials will be automatically created and applied to the imported meshes.

Pixelart_method_photoshop_Dan Fessler. If you remember from last time; Index painting involves using "dirty" tools (tools which lay multiple colors at once) within a pre-defined indexed palette. Photoshop doesn't inherently allow for this behavior. If you index an image in Photoshop all of the "dirty" tools become locked or reduce their functionality to not be dirty. No more soft brushes, smudges, gradients, etc. Когда сам интерфейс игры становится частью сюжета и мира / Блог компании Мосигра. Одна из самых волшебных вещей — это превратить интерфейс в игровой объект. 11 Things I Learned from Dream Worlds. Book cover "Dream Worlds: Production Design for Animation" by Hans Bacher What can you learn from production design for animation?

Most importantly, how do you apply these principles from production design for animation to game environment art? As environment artist and level designer, you must absorb knowledge from many different art disciplines. It should include architecture, interior design, photography, film and animation. The hardest part is to find connections and correlations from these disciplines and apply it to your own work. Touch Arcade: iPhone Game Reviews and News. Creating an Advanced Hologram Material in UDK. Beautiful, Yet Friendly Part 1: Stop Hitting the Bottleneck. Geng Hao _ Sina blog. Category Archives: Unrealscript.

Category Archives: Unrealscript. New To Games, A New Vision. New To Games, A New Vision By Brian Thompson. Dynamic Effects Maya Techniques with Alex Alvarez. Visual FX for Games. Visual FX Masterclass - Part 1 - A Crash Course in Advanced Visual FX. Advanced Visual FX Masterclass - Part 2 - A Crash Course in Advanced Visual FX. Unreal Development Kit 3 - iOS Mobile Game Production. In this DVD Sjoerd "Hourences" De Jong continues his series and goes through the entire production of creating an iOS game using UDK.

Sjoerd starts with a blank scene and immediately begins placing custom meshes and then goes into mobile materials, particles, sounds, and fog. Sjoerd then demonstrates setting up the plane, creating a joystick to control the plane, adding speed/fire buttons, creating destroyable ground targets using prefabs, adding a scoring system and time limits, creating the full HUD and compiling the final. Michael Scott Prinke - Web Portfolio. Contact Information. TABLE OF CONTENTS. Procedural Content Generation for Real-Time 3D Applications Part 1: Oil Rush. UDK: Using Console Commands as Gameplay Elements. Realtime Spring. Female-figure-modeling-tutorial. What is Rigging? - Preparing a 3D Model For Animation. Pipeline. Chess Game - Miguel Pinales. Creating a Simple UDK Game using nFringe and the UnrealScript Language.

BPR Rendering Workflow in ZBrush 4 R2 by Daniel Bystedt. Создание ЛОДов в 3ds max. Prepare your artwork for 3D printing. UDK Modular Masterclass - Efficiently Creating and Entire Scene with Tor Frick. 3DSMAX Tutorials, Maya Tutorials, Cinema4D Tutorials, Photoshop Tutorials, ZBrush Tutorials, Blender Tutorials, Mudbox Tutorials. Create A Snake Animation Using Spring Magic In 3D Studio Max. 3DSMAX Tutorials, Maya Tutorials, Cinema4D Tutorials, Photoshop Tutorials, ZBrush Tutorials, Blender Tutorials, Mudbox Tutorials. 3DSMAX Tutorials, Maya Tutorials, Cinema4D Tutorials, Photoshop Tutorials, ZBrush Tutorials, Blender Tutorials, Mudbox Tutorials. 3ds Max Tutorials > Introduction to Animation in 3ds Max > Working with the Motion Mixer which lets us edit animation quickly Tutorial. Advanced multi-channel texturing in Max – Blood Knight by Ziv Qual.

Particles\FX

MOCAP. Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 1. The Weblog Ask IndieGames: What Makes An Effective Game Trailer? Arlab:product:3d_engine:exporters:3ds_max:4.advanced:baking_animations - Augmented Reality documentation. Presskit() - spend time making games, not press. Facial Rigging for Games. Expert games tips: Generate more effective level of detail models.