Making of The Last of Us by Naughty Dog Go behind the scenes and see how Naughty Dog crafted its masterpiece watch Grounded The making of The Last of Us. Also check: The Last of Us Character Rigging & Modeling The Last of Us Development by Naughty Dog The Lost Principles of Design In the instant age that design has evolved into recently many of us often stray away from the basics. If you had a professor in college who taught you the fundamentals of design these may be engrained into your head. For the self-taught, you may have a book on your desk with these very principles. ZBrush 4R7 Certification This is a program for those who really want to know how ZBrush works and how to make it work for them. Ryan Kingslien is going to teach you everything he learned as part of the development team at Pixologic as well as the tips, tricks, and techniques he’s learned from the amazing artists in residence at ZBrushWorkshops. The 5 most important lessons:
The Artist, The Realist, and The Critic One of the things I love about Creature Design is that it gives us license to play... Play, play, play and just create monsters like we used to... back when times were simplier and we sketched in our journals and watched star trek marathons. Why did things ever get so complicated? What happened to us? Over the last three years I've been studying creativity while working with the thousands of students at UArtsy and one thing I learned is actually very simple... ...
PBR Theory By Jeff Russell Physically-based rendering (PBR) is an exciting, if loosely defined, trend in real time rendering lately. The term is bandied about a lot, often generating confusion as to what exactly it means. The short answer is: “many things”, and “it depends”, which is rather unsatisfying, so I have taken it upon myself to try to explain at some length what PBR represents and how it differs from older rendering methods. This document is intended for non-engineers (artists most likely), and will not present any mathematics or code. Much of what makes a physically-based shading system different from its predecessors is a more detailed reasoning about the behavior of light and surfaces.
PBR In Practice By Joe “EarthQuake” Wilson This tutorial will cover the basics of art content creation, some of the reasoning behind various PBR standards (without getting too technical), and squash some common misconceptions. Jeff Russell wrote an excellent tutorial on the Theory of Physically Based Rendering, which I highly recommend reading first. Additional help from Jeff Russell, Teddy Bergsman and Ryan Hawkins. Physically Based Materials This document is designed to help those who need to quickly get up to speed in Unreal Engine 4's physically based Materials system. It assumes that you are at least somewhat familiar with Material creation in the Unreal Engine, at least with Unreal Engine 3 or later. If you are completely new to Materials in Unreal, you may prefer to start with the Essential Material Concepts page. Our goal here is to give you just the "plain-language essentials" on how to make standard Materials using this system, as it can be confusing even for those with experience in previous Unreal Engine iterations.
Making of Rise of the Tomb Raider Check this awesome makingof ,An Exclusive behind the scene of lara croft. Brenoch Adams Art Director and Kam Yu Lead character Artist at Crystal Dynamics Studio, explains how they brought new Hyper-Real Lara Croft to life for Rise of the Tomb Raider. 596 Total Views 33 Views Today