Hey! Making a thread here to track my progress and share my process with how I create hair for games. So first of all here is a little breakdown of the texture sheet that I am using to create this hairstyle: I've built this sheet in a way so that it can be used to create a wide range of long hairstyles. The shorter hairs…
Hello everyone! I came up with this character inspired by some stuff I was reading about a grave discovered that demonstrated evidence that some women in the viking era not only owned ships, but were leaders in battle. This is Thyra. She's War Chief of an imaginary northern-Icelandic viking village. She has trained all her…
I'm happy to show the latest project (at least a project where I'm allowed to show it) I did with Pure3d. The project was quite big for one person and needed to be done in 4-6 weeks. It's a prototype for virtual training so not really for a game. Basically it's a visualization of Lashkar Gah located in Helmand Province /…
Legends speak of a man who was recently part of a studio closure. He returned to a 4 year old WIP thread in the ancient temple where the the greatest of the 3D wizards honed their craft for years. He hoped once more to draw upon its magical essence and wield it to complete long unfinished tasks. Link to the old…
Greetings! My name is Chris Johnson, and I am an experienced professional games animator with many years of experience working on games of various genres, on a wide array of platforms. For the past five years I have worked as freelance animator as well as an art manager/producer on a variety of titles. Most recently I was…
learn from the best... http://www.neilblevins.com/cg_education/wet_materials/wet_materials.htm Its non realitime. But you can apply similar principles to realtime.
Some glTF materials I've contributed to glTF Sample Assets. A neat thing about the glTF PBR material system is it's built to work in both realtime renderers and non-realtime renderers.
Profenix Studio aims at making new demos for s2engine to receive more and more feedback from game companies that want to use our technology for their games.We assist people in entering and finding jobs in the games industry giving them the possibility to show for free their works running on a powerfull engine in a real…
Yeah I know - it was a reply to "get rid of lightmapping" posts. I believe realtime lighting still has a long way to go when it comes to proper area lights and light distribution in general. You can have rich ambient and reatime direct lighting/shadows at the same time, so no need to throw away ligthmaps just yet.