Cryengine's physicalized character creation system is an exceptional example of this.
Friday, March 6, 2015
CryEngine physics system and rigging for Characters
Sometimes engine creators incorporate tools that make it much easier to create character rigs so game developers have better control with faster results.
Cryengine's physicalized character creation system is an exceptional example of this.
Cryengine's physicalized character creation system is an exceptional example of this.
Tuesday, March 3, 2015
UNREAL Engine 4 Now Free + Showcase reel
Unreal Engine 4 Free Edition
The popular game development platform Unreal Engine 4 has now been released free, along with a reel of technology and game demonstrations.
The popular game development platform Unreal Engine 4 has now been released free, along with a reel of technology and game demonstrations.
As one of the best engines available on the market, this is worth your time.
Saturday, February 28, 2015
Hyper real CG
Hyper Real CG gallery
Prepare to be inspired.These are some of the most realistic CG pics I have ever seen.
Monday, February 23, 2015
Fun with work
One of the most important things with work is to always have a bit of fun with it too. A YouTube animator by the name of "Hyper" demonstrates that playing around can be just as fun as serious work
Have fun!
Tuesday, February 17, 2015
Sunday, February 15, 2015
Real time Ray-Tracing
Ray tracing is usually an expensive rendering solution, but here Nvidia has made ray-tracing possible in real-time. When this is in gaming, we will see a massive boost to realism when it comes to reflections and materials.
Tuesday, November 25, 2014
Concept for 3D Model (Futuristic Helicopter)
When a 3D model is made, conception is very important to create the idea. Concept art is used and refined to create an overall design of the model. Using side top and front profile, the 3D model is extracted and extruded from all sides to match the profile of each angle.
In this case I am creating a 3D model of a futuristic helicopter, only the side profile has been created so far, but I have the overall design idea down to how I would like it to look.
The target polygon count is 5000, so fairly generous and the texture target is 2048x2048, but this also includes a 2048x2048 specular map and bump/normal map.
In the next post I will be going through the steps I used to create the model, along with problems I ran into along the way. Brace yourself.
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