At Quarantine Interactive, we transform your creative visions into reality. As a premier video game development company and art outsourcing studio, we leverage cutting-edge tools to deliver exceptional quality at competitive rates. Our Services Include: * 3D Modeling: From intricate character designs to detailed…
To simplify the process of creating a clean and smooth MatCap textures from arbitrary glazes examples, I am exploring different AI-based approaches, in particular Neural style transfer, StyleGAN and Stable Diffusion look the most promising to me. Here are the first results of my attempts to explain to Stable Diffusion that…
I don't think anything has changed in years really - you just apply a transform to vertices you've masked off somehow and use the built in wind stuff - iirc that's pretty decent there are some free foliage packs that support high detail wind (eg. per leaf pivots) (possibly the black alder one) if you want something to…
Hey, I've been struggling with this for the last two days. I am trying to create a game with mel script, not by choice but for a project. The last piece that I need to make this possible is to attach transformation controls to a sphere that has a gravity dynamic (g.d.) on it. However, I think because the sphere has the…
Ok, so 2.5 D seems to solve the issue of the verts snapping to the world center but its still not as good as snapping in 2010. I wasn't using the center green circle of the transform gizmo because if I select two verts, that green circle will appear in the middle of said two points and is NOT aligned to the grid itself. So…
Here's a little more information about a typical JoyRide scene. * Rendering Stats* 720p @ 4xMSAA * ~2.5 thousand draw calls per frame * ~8 million indices per frame * ~2.5 million transformed vertices per frame * Mostly Pixel Shader ALU bound * Rendering Stats (4 Player)* Sub 720p @ 4xMSAA * ~5 thousand draw calls per…
Most of what I learned comes from people I know, and what I learned when I worked at Larian Studios, from the other technical artists there. But mostly, creating complex materials is about logical reasoning: thing of every pixel as a mathematical value, and think about what your operations will do to that value. A helpful…
Revan: I do sketch a little, I have about a dozen doodles for any inanimate object I've made. But when it comes to anything organic, I'm boned. The proportions are always way off. Every now and then I try to whip something up and I'm slowly getting better. As for the design, not really going for a generic look. My options…
Yeah, you are right probably. Still I am not sure how a mixer with gazillion sliders I have no deep understanding what they are doing would help me really. In my experience the good texture differs from a bad one by very subtle nuances and all my SD custom nodes are about making it easier to tweak such things.…