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Substance Painter Texturing for Beginners. Login to the Network. Not so Good Vibrations on Bevel. Tutorials - FlippedNormals. Kuadro. What's New For release updates follow us on Twitter and on Facebook Version 0.8.5 Mac Compatible Kuadro now runs on Macs! (tested on OSX 10.9 and above) Startup Speedup Version .8 introduced some slowdowns during startup, those are now gone Image Icons Your image is now represented in the taskbar icons Send to Top in the Right Click Menu The handy spacebar shortcut finally got a right click counterpart!

Minor Bug Fixes Zooming with the mouse on the X Axis no longer only zoom out Minor Bug Fixes All 4 resize handles hide properly when not on focus Version 0.8.0 32 bit compatible Kuadro now runs on 32 bit machines Relative Paths The image location is now store relative to your .ref file, this means you can move your reference and images around, or use them from a USB! Open Image from the web You can now open images from the internet! Convert to Grayscale Turn your images to black and white and then back to color by hitting G Version 0.7.0 Drag and Drop! Version 0.6.1 Version 0.6 Version 0.5.2. Tutorials | One Pixel Brush. Kruel Games. Paul Gaboury - Creating A ZBrush Spaceship Lesson - March 2015. ArtStation - Mask HP, Chris Wells. Using Bitmap2Material 3 in Unreal Engine 4. Unreal Engine 4.7 Released! Unreal Engine 4.7 is our biggest release yet, with the power to render huge numbers of instanced objects in large worlds, beautiful rendering of leaves and foliage, HDR texture support, in-editor animation editing, along with hundreds of optimizations and improvements.

Many highly-requested features have been added: You can now assemble new actors using components right in your level, and even create your own custom component types using Blueprint visual scripting or C++! Speaking of scripting, the Blueprint Editor UI has been redesigned with a clean, unified layout. And it’s never been easier to import content in your project -- Unreal Editor now detects new asset files and imports them automatically! HTML5 platform + WebGL is ready to use -- run your game in a compatible browser with a single click! You can also now build, cook and deploy Android devices on Mac. For virtual reality creators, new “VR Preview” feature immerses you in your world instantly from the editor. Artem V. Gravity Actors - A new dimension to gamelpay. The one primary thing that I've always found weak in Unreal Engine 3 was very limited options for using gravity in creative ways.

I've always wanted to take UT3 to the 'next level' and I'd like to hope that the programmers at Epic could make my dream a reality for the new Unreal Tournament and give us 2 new actors that manipulate gravity and player orientation within the game.What I suggest below will add a whole new dimension to gameplay in Unreal Tournament allowing level designers to reach new heights in creative level building. I believe it will also completely separate the new Unreal Tournament from all other multiplayer shooters on the market! Now with the realm of VR we can truly take players out of this world and change their perception of which way is up! Now that the all big hype statement is done, if Epic are able to create the two actors I describe below I believe we could all be in for a treat! Hope you guys find this possibility as interesting as I do! VFX Mill - One Stop Shop For Everything VFX!

TUTORIALS | Categories | Brain Storm School. Gadgets shop — akromatic. Substance Painter Tutorials. Substance in UE4. All UE4 Tutorials. Upload Unreal Engine home page Unreal Engine Loading... Working... ► Play all Massive UE4 Tutorial Playlist Unreal Engine208 videos4,202,939 viewsLast updated on May 21, 2015 Play all Sign in to YouTube Sign in History Sign in to add this to Watch Later Add to Loading playlists...

Substance Snippet - Multi Brick Generator Tutorial - Substance Designer 4. Creating Your First Game in Unreal Engine 4: Part 1 - Setting up The Camera. February 17, 2015 4:21 am Mark Masters When it comes to learning game design the best route to take is to jump in and start creating a game. No, I don’t mean the next best first person shooter. As someone just starting out you need to take it slow. When it comes to learning game design the best route to take is to jump in and start creating a game. In this brand new series, I’m going to walk you through the process of creating a very simple game in Unreal Engine 4 utilizing Blueprint for the entirety of the coding.

Deciding on a Game Okay, so before we ever jump into Unreal Engine 4 we need to have an idea of what it is we are going to be making. Now that we’ve gotten out any fantastical ideas of various complex games we could be creating, it’s time to get a little more realistic with it, and decide on a game we can take from start to finish that will teach us a lot about Unreal Engine 4. So the game I’m going to show you how to create is about as simple as it can get.

Make a Task List. Modo 701 Soft Body Physics: Stiffness, Struct, Sheer and Friction. Using Bitmap2Material 3 in Unreal Engine 4. BadKing. Breakdown of Character Design in Uncharted 4: A Thief's End. January 8, 2015 4:30 am Brian Collins A panel of character artists from the game studio, Naughty Dog, spoke at today’s Sony’s Playstation Experience discussing the design approach to Nathan Drake, Uncharted 4’s digital protagonist. The 3D team talked about how they achieved a cinematic realism with Drake’s physical appearance. The entire discussion (below) was over an hour long, so I’ve […] A panel of character artists from the game studio, Naughty Dog, spoke at today’s Sony’s Playstation Experience discussing the design approach to Nathan Drake, Uncharted 4’s digital protagonist. The 3D team talked about how they achieved a cinematic realism with Drake’s physical appearance. Character Concept (2:40) Drake is an already well-recognized character, so his concept art was not geared to designing a brand new character.

Costume design should be subtle and appropriate rather than over-done and distracting. Here is the final concept design for Drake. Modeling the Concept (8:51) 16210-tilt.jpg (JPEG Image, 1715 × 624 pixels) - Scaled (59%) How to create sci-fi shooter. I love QuakeLive and fraggin' everyone using rail so sci-fi game will definitely have similar weapon. Rail spec:Big Damage, Long reuse time,No spread - possibility to aim to specific spot on enemies, (this will add more variety to gameplay) Preparation: 1. Import the model, 2. Create Muzzle Flash socket as we created earlier for Shotgun and Reaper, 3. 4. Muzzle Flash As always we will customize particles that ship with Shooter Example. Experiment with Lifetime, Size and Size Over Life to get results that you like.

Beam The most important thing is Source and Target nodes. We will use this as well: ParticleSystem'/Game/Effects/ParticleSystems/Weapons/RocketLauncher/Muzzle/P_Launcher_proj.P_Launcher_proj' I have copied Emitters to get better effect - one have different Beam data. Impact Effect We will use this as our base: ParticleSystem'/Game/ExampleContent/Blueprints/P_Impact_Ripple.P_Impact_Ripple' You will need to change spawn rate to 0 and enable burst as we did earlier with Reaper. 1. 2. 1. 2. Tilt and Gravity will cause the Rolling Template to not animate ball? - UE4 AnswerHub. Installing the latest Intel HD Graphics Driver on Microsoft Surface Pro, Pro 2 and Pro 3 -

The Microsoft Surface Pro, Pro 2 and Pro 3 fetch all needed device drivers from Windows Update. This is a very neat thing because you don’t have to bother with searching and manually installing them. The only problem I see there is that the graphics drivers for the Intel HD Graphics chipset are not up to date with the most recent upstream driver from Intel. As I occasionally play games (also my Surface is plugged in to A/C the most of the time I am using it) I want the best GPU performance possible (read: latest driver). The Microsoft-provided Intel GPU driver is a customized version – mainly to to optimize the battery life and ‘fit’ the device more nicely. It is probably not a good idea to follow this post if you mainly use the Surface on battery power.

Feel free to read on if you have your reasons to install the latest driver. There are numerous of threads in the internet which suggest to disable Driver Signature Enforcement but this is a bad and hackish thing. Tilt and Gravity controls on Android sensitivity - UE4 AnswerHub. Hi Bergwen, I don't know if you have exactly the same problem as I had, but the high sensitivity of the tilt values on Android devices is the result of wrong axis values (at least in my case). While I was building a roller game on my Nexus 7 I noticed that if the screen was facing up, the X and Y tilt values wrapped from -3.14(...) to +3.14(...).

If the screen was facing down, the axies behaved as they should. So I made myself a little function that recalculates the axis values on android devices, so that (0,0) is facing up, not down: Now my tilting works as expected. I hope that this helps you. The Matte Department. 3D Matte Painting Video Tutorial - Art of Anthony E. Environment Tutorial 1. 10 things you probably didn't know you could do with ZBrush | ZBrush. As the industry standard in digital sculpting, ZBrush's toolset is flexible enough to allow it's users to choose a workflow that suits them best. With so many options available it can be easy to miss less used or older features that might be perfect for a particular situation. What follows are 10 things that you may or may not have known about ZBrush, mostly aimed at beginner and intermediate users - but there might be the odd one that is useful to seasoned users depending on your workflow of choice. 01.

Sketching ideas in PaintStop While Quicksketch mode may be more popular for roughing out ideas, ZBrush also has its own built in painting and drawing plug-in called 'PaintStop'. Pre-installed with all the latest versions of ZBrush, you will find Paintstop under Documents>PaintStop. When launched you will be taken to a minimalist UI with Brush and Canvas settings along the top and the Brush types down the left hand side. 02. 03. 04. 05. 06. 07. 08. 09. 10. Words: Pat Imrie. Exploring UV Maps. Game Environment Art Design.

Prototype - Improving Controls. Basically the game should support PC and Mobile controls so we need to keep that always in mind when prototyping. In this post I will focus only on Mobile Controls. There will be two major control schemes: Gyro/Accelerometer looking, Touch looking, TIP: For emulating mobile controls on mobile use UDK Remote Tool. Thanks to it you will be able to tap, move your device and test controls on PC without needed to build the game on device. To move forward we will need some class that we can get to from any other classes. Open MyGame and create new variable Controls which should extend from ControlTypeEnum. Create Begin Play Event and set Controls to Mobile_Tilt. Open Project Settings -> Input, and clear Default Touch Interface. Tilt Controls Open MyCharacter and create variables: LastTilt - float,TiltSensitivity - float set to: 40, In UE3 everything connected to input was made in PlayerController but I see that inputs in examples are done in Characters so we will do it in MyCharacter.

Touch Controls. Jewelry Design with Tomas Wittelsbach - Webinar Replay - November 2014. The Art of Destiny | An Interview with Bungie's 3D Character Art Lead. October 15, 2014 7:19 am Dan LeFebvre For over a decade, the terms Bungie and Halo were synonymous. Although Halo: Combat Evolved was far from Bungie’s first game, it saw massive success when it launched in 2001 as the flagship franchise for Microsoft’s then-brand new Xbox. Since then, the Halo universe has served as inspiration for countless […] For over a decade, the terms Bungie and Halo were synonymous.

When the Halo franchise was finally handed off to 343 Industries and Bungie announced their new universe, as game artists and as gamers, we were excited to see what new universe the devs at Bungie had in store. No pressure. Concept art of a battle with the Cabal on Mars. Since launch, Destiny has received mixed reviews by gamers. What are some of the things you learned from Halo that you were able to incorporate into Destiny?

We learned a lot of lessons with Halo, and many of the approaches we took were informed by experience. It was fun to find out the answers! Building Middle-earth: Shadow of Mordor World. November 2, 2014 4:47 am Mark Masters The world of Middle-earth is massive, with books, several movies and a multitude of video games that all build on the lore of the world. The devs over at Monolith Productions recently finished their work on Middle-earth: Shadow of Mordor. As you may have noticed from our recent game review […] The world of Middle-earth is massive, with books, several movies and a multitude of video games that all build on the lore of the world.

MIDDLE-EARTH: SHADOW OF MORDOR © 2013 Warner Bros. Were there any limitations that had to be put into place when thinking about designing the assets that would live in the environment? Performance is always king and should be considered a top priority, even, if necessary, at the expense of visual aesthetics. When laying out and creating assets for the levels, what did you have to keep in mind knowing that some of the objects will need to let the character climb?

This was a massive consideration on the project. Keep learning. Substance Painter Tutorials. Redshift. INFOGRAPHIC: Exclusive Data on How to Sell 3D Models - Blog- This is a big time for us all, as we enter the magical realm of big data. We had a few busy months crunching data, trying to make sense of all the tips & tricks and industry secrets. Finally, we have something really cool to show you! This is your shortest way to becoming a best-selling 3D artist. For the first time in our history, we're sharing with you this exclusive data that will help you maximize your chances for success and reap the benefits of your fantastic modeling skills. Keep calm & sell your 3D models! Want even more data? Game Environment Tips from a Halo Artist. October 24, 2014 11:43 am Mark Masters The Halo franchise is arguably one of the most popular video games of this decade. With numerous new titles and spinoffs (ODST, Reach), the world of Halo is fascinating and full of interesting characters.

Above all, it’s a blast getting to crush the Aliens threatening your survival as Master Chief. With […] The Halo franchise is arguably one of the most popular video games of this decade. Work by James Munroe. Thanks for taking the time to talk with us James; can you take a moment to explain what you do at 343 Industries? I am an environment artist here at 343 Industries. What’s the process like when designing the levels? I commonly get a rough layout from the designers.

Then, I will break down what I have into secondary and tertiary shapes. Just like in any other art discipline, starting large and working down into the details works best. What are some common tricks you use to hide texture seams or lower resolution geometry? Work by James Munroe. BOOK - [Blueprints] - Master the Art of Unreal Engine 4 - Blueprints.

3D-Polygon-Design-l.jpg (JPEG Image, 1200 × 600 pixels) - Scaled (85%) Environment Sculpting and Tiling Techniques [Zbrush] Unreal Engine | Unreal Engine 4 Documentation. 3DTuts - Free Tutorials by 3D Modeling, Texturing, Animation. Texturing Image Breakdown: Slums by Richard Tilbury. Wes McDermott on Vimeo. Wes McDermott - The 3D Ninja. Seamless textures tutorial part 2 - Metal Paneling. Onformative's Photostream. The World's Best Photos of heightmap. Ziya Göncü's Free Webinar Replay - Oct. 2014. Tutorials and Training for CG, 3D, Animation and VFX. Making of Evening Exterior Scene. The Gnomon Workshop. 3D Look Development in Modo. Environment Creation Using Modo.

Concept Design Workflow Vol 2: Using Modo and Photoshop to Visualize Design. Hott3D. Game Art Apprenticeship with Brett Briley - Game Art Critique - September 2014. Designing 3D Environments: Lights, Camera, Polygons? Action! The Online Art School | UArtsy. Pinterest. Level Design Tutorials, Advice, Workflow and Tips. Game Environment Modeling Tutorials. Creating a realistic skin shader. Skull Sketcher. Modo: Introduction to Grass. Animating blowing wind in the grass. CG artists homepage with fresh CG industry news. ZTree Plugin. ArtStation. World Machine 2 -- Creating Terrain. Studio, Resources for 3D Artists. Tutorials. CGWorkshop. Allegorithmic. Can a mesh with fur material be instanced? Furry trees a quick tutorial.

MODO Make Like a Twig and Leave. Building a tree with replicators. Modo Cookie | Modo Education. My First Particle Training Video. Create Snow Tutorial. Download Center :: Alpha Library. Variation texture: How do the ramp values work ? Pushing Points Toolkit v1.6 – Updated July 5, 2014. ETEREA Swiss Knife 2.0 - Updated January 18, 2014. Share :: Asset Sharing. The ever growing list of modo tutorial videos (eglomot!) Modo 601 - Volumes - 01 - Render Booleans. Eglomot (the Ever Growing List Of MOdo Tutorial videos) Environment Sculpting and Tiling Techniques [Zbrush]