One thing that comes to mind is Simon Trümpler's website. He has some nice breakdowns of various game VFX, but also a ton of other resources! https://simonschreibt.de/
Ive seen that Intel has released some new super chips with lots of cores. I9 with 10 cores for around 1000 dollars and the Extreme edition for around 1600 dollars. Now I wonder, can it be of a good thing to get one and what good can it do for us artists? Which software, renderers etc. They cost alot, and I mean alot. but I…
I'm trying to get Parallax Corrected Cubemap or (BPCEM - Box Projected Cubemap Environment Mapping) in udk. But I am facing a problem. Things are fine when the cubemap is at the center of the world but goes wrong if the centre of the reflection area is elsewhere. The reflection seems to go wrong beyond the camera position,…
re-ai code generation.... I was playing with around with Deep-Seek the other day.... It comes across as a "Bullshitter".... it talks a good game, all the right buzz words and superficially the code it generates looks kind of right but it's only skin deep, if it would compile it wouldn't do what it was supposed to do. :/
Eric Chadwick said: Turning it into a gifv is a clever workaround, thanks! I edited the post with the new link. ------ I'm doing the nodes equivalent of refactoring code, still a work in progress, but I got a few interesting things to show. Technically I already can easily create hair with them, I just want to wrap up some…
hello everyone i have recently done a project of mine but i know the file will be way too big when i render the trailer out. i was wondering whether anyone could give me some advice on some good codecs i could use so that the file can be compressed as small as it can be but also maintain a good standard of picture quality.
How would one approach this? Could you do it with basic nodes in UDK, no custom code? On a slightly related note, I have been looking into learning to code in Cg, now that eat3d has a DVD. I was reading some tech papers on engines that use deffered shading and I noticed that they are very limited in the type of shader you…
I've been using the bevel shader in raytracing mode as demonstrated in the Marmoset Toolbag tutorial video showcasing what's new in Marmoset Toolbag 5. The process has worked wonderfully for a while to speed up making trim sheets for game assets, but for the past few days now it crashes showing the message the marmoset is…
its all in the Name and i need a coder because im absolute crap at it. im trying to put a team together to start a unity project either reply or email me if you want to join. independentdevelopers@yahoo.com
Hi everyone, I finished this AT-ST recently for Galactic Warfare, a MOD for CoD4 (http://www.blackmonkeys.de/?cat=11) Tris: 8970 Texture: 1x2048 (Diffuse, Spec, Normal) The MOD is coming along quite exciting: [ame] http://www.youtube.com/watch?v=A3tasgo0KY8[/ame] So I decided to help out with some stuff. This walker here…