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MATERIALS

MATERIALS
Tutorials by Philip Klevestav < Back to Tutorials Index page On this page I have tried to create a few step by step tutorials including a lot of hints and tricks I use when creating such materials. I will not go into depth too much to avoid locking the tutorials to the programs I used when creating them. If you want some handy Photoshop actions I use frequently you can find a .atn file at the bottom of this page. The materials created here are not to be seen as tiling textures only (some of them are not even seamlessly tiling), but the point of the tutorials are more to go through material definition in general. Even if you create something with a highly stylized art direction, you will most likely want to define your materials anyhow, of course there are a lot of exceptions, but in my opinion defining good materials is not bound to realism, but rather to create a believable world, regardless if the world is a desert city on earth or a pink castle in space. » Download: PT Actions

Blog Archive » Xfrog 5 for MAYA now available Posted by Xfrog on August 20th, 2010 Screenshots: (click to enlarge) How it Works Xfrog adds six new procedural Objects to Maya. Our tools behave exactly like Maya components, so you can keyframe them and combine them with PaintEffects or Particle animations or use MEL Scripts to drive them – the possibilities are nearly endless. Branch Object – create multi-level branching structures with extensive parameters to allow you to give them a natural look and feel. Phyllotaxis Object – arrange components on an abitrary surface of revolution, according to the rules of nature (golden section). Hydra Object arranges components in user defined specialized circular patterns. Curvature Object creates Splines which can be used as a basis for naturally curved leafs or twigs. All the tools can be animated over time by varying their parameters, such as number of branches, gravitropism, phototropism, etc. For more information, tutorials and a free 30 day trial, visit the Xfrog 5 for MAYA product page.

Chapter 12. Tile-Based Texture Mapping GPU Gems 2 is now available, right here, online. You can purchase a beautifully printed version of this book, and others in the series, at a 30% discount courtesy of InformIT and Addison-Wesley. Please visit our Recent Documents page to see all the latest whitepapers and conference presentations that can help you with your projects. Li-Yi Wei NVIDIA Corporation Many graphics applications such as games and simulations frequently use large textures for walls, floors, or terrain. There are several issues with large textures. One possible solution to address these problems is texture compression. An alternative approach is texture tiling, as shown in Figure 12-1. Figure 12-1 A Tile-Based Texture Map Our goal is to present a tile-based texture-mapping scheme that is transparent to the application. 12.1 Our Approach We represent a large texture as a small set of tiles and assemble the tiles into a large virtual texture on the fly for answering texture requests. 12.2 Texture Tile Construction . .

Gnomon Workshop Robot Design [PC ~ 3D Design] Gnomon Workshop Robot Design [PC ~ 3D Design] Type: Applications > Windows Files: Size: 2.21 GiB (2369326091 Bytes) Tag(s): 3D Graphic Robot Pc Photoshop Uploaded: By: Colombo-bt Seeders: Leechers: Comments Info Hash: (Problems with magnets links are fixed by upgrading your torrent client!) ****************************************** www.navartek.org ****************************************** Gnomon Workshop Robot Design [PC ~ 3D Design] # Title:..............Robot Design with Josh Nizziù # Genere:.............3D Design # Actors:............Josh Nizzi # Directors:.........Alex Alvarez # Format:............Color, DVD, Full Screen, NTSC # Language:..........English # Region:............All Regions # Studio:............The Gnomon Workshop # DVD Release Date:..June 24, 2009 # Run Time:..........256 minutes # Official Website:.. Josh Nizzi reveals his techniques for designing robots.

Announcements - Dev Diary: Creating Tile-Based Texture Maps for Games Step 3: Getting Uniform Luminosity In this step I want to get rid of any large differences in luminosity within the texture to help it repeat better. To the left below you can see the big differences in luminosity if the texture is repeated next to itself. This is something you can do quite late on a "normal" repeating texture, but here I need to do it before I fix the large number of seams, as a blurred layer above would affect the seams if it's done afterwards instead of before. The steps taken for this in Photoshop are: merging all to a single layer, duplicating that layer, invert, desaturate, blur and then set to overlay. On the right is the texture tiling with itself after this process.

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