Creating Ambient Occlusion with transparency texture– Tutorial In my previous post Dissecting the mib_amb_occlusion node. I talked about using transparency in Ambient occlusion, but I didn’t really cover the subject of using texture with alpha and having that casing AO on the nearby object. In this simple scene we have a texture file with alpha assigned to a separate geometry. If we would to render, we get this result. A regular AO pass would look something like so This in theory is accurate, since ambient occlusion doesn’t recognize alpha in texture files. Rat Bird! - Page 2 Keen: Thanks man! MeshMolder: Thanks! (MeshMolder asked me in a PM how I made the cut lines in Zbrush, and I realized I never clarified that I ended up not being able to make the cut lines look right in zbrush. So in max I turbosmoothed the mesh once, selected the edges where I wanted cuts, chamfered them, then and beveled it in. I took it into zbrush after this step. Just wanted to clarify in case anyone else had the same question!)
Environment Design Digital Production The Gnomon Workshop offers the most comprehensive set of Digital Production tutorials anywhere. The broad scope of the tutorials contained in this section range from foundational understanding of the software tools all the way to the professional application of these tools and concepts used by artists working in the film and game industries. Entertainment Design The Gnomon Workshop is widely regarded as the global leader in training tutorials for the designer working in the entertainment industry. Lighting and Texture 1 Final update: April 14, 2012 Latest update, color and spec: Progress - blocked out and starting to detail. My end goal for this is to be able to convey a strong sense of 3D - gonna have stones popping out and some sunken in, and I want the height relationships to be clear:
100 Creative Packages for 2010 Details April 18, 2010 by Tom McCracken BLACK INK drawing software for high quality generative art Version 0.205.1923 The new kind of digital painting More about Black Ink Infinite possibilities With Black Ink anyone can create unique custom brushes. Just browse our forums to find and download new tools to add to your collection.
Evolutionary Design: A practical process for creating great game designs - Game Design Table of Contents IntroductionBoard Games and Novel WritingGiants and CastlesThe Evolutionary ProcessThe Death of the EgoFocus on a fundamental activityPlay the GameObserve the GameIdentify Problems with the GameCommon Economic IssuesCommon Psychological IssuesCreate new rulesThe Life Cycle of an Evolutionary DesignExpanding the Evolution MetaphorUsing Evolutionary Design for computer gamesA Proven TechniqueThe Benefit of a ProcessReferences Introduction Game design, in its most pure sense, is the creation of the rules that govern the gaming environment. At the base of every finished game is a game design. 3D printing 'Factory of the Future' opens in NYC 3D printing is changing the way creatives can make their designs and ideas a reality, and it's taken another big leap forward, with 3D printing marketplace and community Shapeways cutting the ribbon on its new 'Factory of the Future'. Based in New York and billed to be the world's largest 3D printing factory, it will house 30 to 50 high definition, industrial-sized 3D printers, each capable of producing more than 100 products a day and three to five million products a year. Shapeways' director of industrial engineering Kegan Fisher comments on its website: "We are building a factory that gives everyone the ability to create, where the only barrier to entry is imagination." We are building a factory where the only barrier to entry is imagination The 3D printing facility will have more than 50 engineers, craftsmen, 3D printing specialists, and industrial designers to ensure everything runs smoothly.
NormalMap What is a Normal Map? A Normal Map is usually used to fake high-res geometry detail when it's mapped onto a low-res mesh. The pixels of the normal map each store a normal, a vector that describes the surface slope of the original high-res mesh at that point. The red, green, and blue channels of the normal map are used to control the direction of each pixel's normal. When a normal map is applied to a low-poly mesh, the texture pixels control the direction each of the pixels on the low-poly mesh will be facing in 3D space, creating the illusion of more surface detail or better curvature. However, the silhouette of the model doesn't change.
Chapter 56: Tutorials „Speedpainting“ - tips and tricks Click here to read my notes about speed painting. „Maintenance“ - progress video This video shows my approach on the 30min spitpaintings using photoshop.