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Neroche - Earth Druid

Neroche - Earth Druid
Related:  2015 Novembre2017 Janvier

KentPress Memo: 2011/09 新機能の一つビッグサイズレンダリングは、展示会などの作品作りに朗報である。 この機能により、高画質で大サイズの作品がつくれます。 ただし、分割レンダリングですので、レンダリング後に画像を統合して一枚にする必要があります。 B1サイズ(B0サイズも可能です)のレンダリングを例に、その仕方を記載する。 1.まずレンダリング結果を保存するフォルダーを作成しておく。 2.レンダリングしたい画像を準備する。 3.高画質大サイズレンダリング用のパラメーターファイルを作成し保存する。 -1. -2.画像サイズを設定する。 今回は、B1サイズ(1030x728mm)で150dpiの画質に設定してみる。 -3.セーブパラメータボタンを押して保存する。 「Utilities」より、「Big renders」を開く。 1. 2. 3.出力画像の種類を設定する。 タイリング数(下図は4x3=12、もっとタイリング数を増やしてもいいが、画像統合時に作業が増える)を決めたら、「Render next tile」を押し、レンダリングする。 4.レンダリング結果 BigRenderフォルダーに保存されたタイリング画像。 タイリング画像を統合した画像6100x4300pixelの画像が得られたが、下図はweb用にリサイズした。 Mandelbulb3D Quick Volumetric Lighting Tutorial by bib993 on DeviantArt Temple panorama + mini tutorial by bib993 on DeviantArt L'Imagination, reine des facultés chez Baudelaire (1) Réalisation : Christine Robert Lecture des textes : Anne Brissier Elle est l’analyse, elle est la synthèse ; et cependant des hommes habiles dans l’analyse et suffisamment aptes à faire un résumé peuvent être privés d’imagination. Elle est cela, et elle n’est pas tout à fait cela. Elle est la sensibilité, et pourtant il y a des personnes très sensibles, trop sensibles peut-être, qui en sont privées. C’est l’imagination qui a enseigné à l’homme le sens moral de la couleur, du contour, du son et du parfum. 1. Ce contenu n'est plus disponible au téléchargement. Extraits musicaux : – Hildur Gudnadottir, « Erupting light » – Hildur Gudnadottir, « Circular » – Léo Ferré, « A une passante » – Debussy, « Passante n°1 » – La Tordue, « A une mendiante rousse » Pour aller plus loin : les cours de philosophie générales et de philosophie esthétique de Jacques Darriulat.

Building Unreal Paris I first discovered the 3D world through the Hammer map editor that I used mostly for fun. I then joined a 3D school focused on architectural visualization for two years. I continued to train myself on realtime technologies and got hired by the studio Arkane as Level-Architect to work on Dishonored (powered by the Unreal Engine 3). A year later, I left the gaming industry to come back to architectural creations, and level design got back to its place: my hobby. The main purpose of this project was for me to master the incredible UE4 tools and to complete my portfolio. How long did this project take? I worked on this project for seven weeks. What is this demonstration for? Always being torn between the pleasure of making architectural images and creating environments in a real-time engine, I decided to merge the two with this new version of Unreal. Here are some pictures showing the various stages of the most interesting scene illumination: And Sound Design in all this?

5 Doctor Strange Comics to Read Before You See the Movie Doctor Strange has never been a conventional superhero. You could even make a strong argument that he isn’t one — though he wears a cape (more of a cloak, really) and fights evil, his mystic abilities and demonic foes place him more in the traditions of horror and fantasy. Nevertheless, he’s tightly woven into the tapestry of the Marvel universe, right alongside Spider-Man, Captain America, and other spandex-wearers. That has always made the character exceptional in the comics canon, lending him an unorthodox spirit that carries over to his upcoming solo film. Doctor Strange Omnibus, Vol. 1 “The first story is nothing great, but perhaps we can make something of him.” In this omnibus edition, you can see Strange’s earliest adventures, in which the exotically dressed Master of the Dark Arts confronts extradimensional foes and protects the innocent. Doctor Strange: Way of the Weird Never let it be said that Marvel doesn’t understand brand synergy.

Importing Static Meshes There are many tools within UE4 that can help you create assets for your levels. However, there may come a time where you have to create an asset in an exterior application and import it into UE4. In this How-to, we will go over the basics on how to import a Static Mesh that was made in another 3D application into UE4 so that it may be used in your levels. Set Up If you are creating a level in UE4, chances are that you have made some 3D models in another application and now you are ready to put that model into UE4. Exporting In this example, we have this crate model that we want to export from Maya into our level in UE4. After your model is completed, the first step towards importing it into UE4 is exporting it from the 3D application the mesh was created in. Once selected, go ahead and choose the path you want to save your mesh to. Import Now that the mesh has been exported from the 3D application, we need a project to import the mesh into. There are a few things to note.

Films & Architecture: "Inception" This time we want to share a very contemporary film. An amazing story stunningly described by Christopher Nolan, in which dreams within dreams can be manipulated by “architects” who can construct an imaginary reality. Imagine: being able, as architects, to create whole environments, just using our minds as the resource. Let us know your ideas in the comments below, and, while you’re at it, please let us know of some new films we can add to the list! Original title: Inception Year: 2010 Runtime: 148 min. Former dream architect Dominic “Dom” Cobb and business partner Arthur perform corporate espionage using an experimental military-developed machine to infiltrate the subconscious of their targets and extract information while dreaming, their latest target being Japanese businessman Saito. Saito wishes to break up the energy conglomerate of his ailing competitor Maurice Fischer, by planting the idea in his son and heir Robert Fischer to disintegrate his father’s company.

Submitted HammUEr, a Hammer/Worldcraft map importer for Unreal Engine What is it?HammUEr is a (currently Windows only) plugin that lets you build your levels with Valve's Hammer Source map editor (VMF), Doom3's DoomEdit (MAP/PROC) or a Quake-based map editor like Radiant, Jackhammer or Trenchbroom (MAP). With just a few simple clicks, you can have them imported into your Unreal Engine project as a collection of meshes placed in your scene the way you want, where you want. Want to change something? Make your edits in your favourite tool, then save, re-import, and you're done.During the importing process you can assign materials already in your project to the original material names, or if you have the source images - (TGA/BMP/PNG/JPG)/VTF&VMT/MTR(D3)/SHADER(Q3)/WAD(Quake1 & Halflife)/WAL(Quake 2) - you can import them into UE as material instances based on a template material of your choice, and let HammUEr automatically find and assign the right ones. With thanks to @JoeWintergreen for the video and screenshots.

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