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.
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.
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.
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.
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.
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.
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.
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. 8.1. 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.
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. 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.
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. Kemarin saya membaca twitter feed dari Crescent Moon Games yang memberikan trailer dari game mereka yang akan datang berjudul Last Knight.
Crescent Moon sebenarnya hanya berlaku sebagai publisher, sedangkan developer utamanya adalah Toco Games. 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? Visit the Unreal Technology site. UDK Anim Tree Character Animation system Vykintas Kazdailis. CreatingAnimations. Search public documentation: CreatingAnimations 日本語訳中国翻译한국어 Interested in the Unreal Engine? Visit the Unreal Technology site. AnimationNodes. Search public documentation: AnimationNodes 日本語訳中国翻译한국어 Interested in the Unreal Engine? Visit the Unreal Technology site. 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. Building off from last post's topic about Pixel Purism; how it's more important where you arrived than how you got there. I wanted to share with you a method I've been developing with my environment work on Chasm for turning Photoshop into the most powerful pixel art tool using what I'm calling "HD index painting". I've shown it to a number of people and each time the reception has been through the roof.
If you're unsure what index painting is, then I recommend you read the previous blog post as it defines it as well as several other terms that we will be expanding upon here. Когда сам интерфейс игры становится частью сюжета и мира / Блог компании Мосигра. Одна из самых волшебных вещей — это превратить интерфейс в игровой объект. Вот, например, оцените: 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. The key is to find a way to use practical knowledge in one discipline and transfer it to another. Touch Arcade: iPhone Game Reviews and News. Creating an Advanced Hologram Material in UDK. In this tutorial we'll be creating an Advanced Hologram Material in UDK, which animates to and fro with the help of Parallax mapping (Bump mapping) in Unreal Development Kit.
We'll also be learning how to use RGB channels in Photoshop to create a single texture from three separate textures. To understand this tutorial thoroughly, you at least need to know the basics of Shading and Material creation in UDK. First we'll have to create a texture for the Hologram in Photoshop. 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. 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. 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.
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.