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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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gimymblert
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« Reply #160 on: October 25, 2015, 10:08:53 AM »

http://www.readyatdawn.com/ready-at-dawn-siggraph/
https://software.intel.com/en-us/articles/adaptive-volumetric-shadow-maps-for-android-using-opengl-es-31
http://aras-p.info/texts/files/201508-SIGGRAPH-PortingUnityToNewAPIs.pdf
http://blog.selfshadow.com/publications/s2015-shading-course/
http://media.lolrus.mediamolecule.com/AlexEvans_SIGGRAPH-2015-sml.pdf
https://www.cs.purdue.edu/cgvlab/papers/popescu/popescuGEARSCGF2014.pdf
https://github.com/prideout/heman
http://t.co/fLduyVrIM9 (ddl)
http://t.co/hgZRw8jujW ddl
https://twitter.com/killerooo/status/632041363874320385
https://www.flickr.com/photos/100296109@N03/sets/72157644163263426/
https://github.com/jvanverth/essentialmath
https://twitter.com/jimhejl/status/633777619998130176
https://twitter.com/NThibieroz/status/634250802064920576
http://cedec.cesa.or.jp/2015/session/ENG/14698.html
https://github.com/TheRealMJP/MSAAFilter
http://www.ilmxlab.com/
https://hal.inria.fr/hal-01083246#.VYkJWbB1wiA.twitter
http://gameenginegems.com/geg3.php
http://s2015.siggraph.org/attendees/courses/events/advances-real-time-rendering-part-ii
http://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
http://www0.cs.ucl.ac.uk/staff/j.kautz/GameCourse/
https://twitter.com/SebLagarde/status/637692465613549569
https://twitter.com/SebLagarde/status/637718274768244736
https://twitter.com/SebHillaire/status/638045028053590017
http://www.iquilezles.org/blog/?p=3634
https://twitter.com/stevemcauley/status/638706341759074304
https://www.khronos.org/developers/library/
http://www.multithreadingandvfx.org/course_notes/
https://www.dropbox.com/s/xqz10py7bb54g3o/cedec2015_the_rendering_materials_of_far_cry_4.pdf?dl=0#
https://twitter.com/ZigguratVertigo/status/638818681909186560
https://www.shadertoy.com/view/4t2SzR
http://fileadmin.cs.lth.se/graphics/research/papers/2015/MBS/
http://cgg.unibe.ch/publications/denoising-your-monte-carlo-renders
https://software.intel.com/en-us/articles/fast-ispc-texture-compressor-update
https://github.com/kevinortegren/ClusteredShadingConservative
https://sites.google.com/site/pathtracingrevolution/
http://fr.slideshare.net/takahiroharada/introduction-to-bidirectional-path-tracing-bdpt-implementation-using-opencl-cedec-2015
http://renderwonk.com/publications/
http://renderwonk.com/publications/i3d2005-tutorial/
http://fr.slideshare.net/RenaldasZioma/cg-event2015-the-blacksmith-co-bridging-the-gap-between-realtime-and-offline-cg
https://mynameismjp.wordpress.com/2015/09/13/programmable-sample-points/
https://github.com/TheRealMJP/LowResRendering
http://www.eecs.berkeley.edu/~lingqi/
http://kesen.realtimerendering.com/siga2015Papers.htm
http://jp.square-enix.com/info/library/
http://jcgt.org/published/0004/03/02/
https://github.com/wolfgangfengel/GPU-Pro-6
https://twitter.com/RenderDoc/status/647500809090002945
http://jcgt.org/published/0004/04/01/
http://bartwronski.com/2015/10/14/white-balance-and-physically-based-rendering-pipelines-part-1-introduction/
http://bartwronski.com/2015/10/14/white-balance-and-physically-based-rendering-pipelines-part-2-practical-problems/
http://graphicscodex.com/
http://graphics.cs.cmu.edu/projects/lodgen/
http://advances.realtimerendering.com/destiny/i3d_2015/I3D_Tatarchuk_keynote_2015_for_web.pdf
https://github.com/knarkowicz/IntegrateDFG
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gimymblert
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« Reply #161 on: November 02, 2015, 10:59:29 AM »

https://anyadmuga.wordpress.com/2015/10/23/submission-project-1-230115-stylised-shop/

TOMB raider rise

http://tombraider.tumblr.com/post/131652404185/dev-blog-physically-based-rendering-and-post
http://tombraider.tumblr.com/post/131592399635/dev-blog-bringing-lara-to-life-with-blendshapes
http://tombraider.tumblr.com/post/131512999415/dev-blog-creating-motion-and-emotion-with
http://tombraider.tumblr.com/post/131447523005/dev-blog-creating-believable-skin-and-character
http://tombraider.tumblr.com/post/131369005545/dev-blog-creating-believable-materials-joel
http://tombraider.tumblr.com/post/131320726110/dev-blog-creating-believable-hair-and-fur
http://tombraider.tumblr.com/post/131036893850/dev-blog-building-from-life-kam-yu-lead
http://tombraider.tumblr.com/post/130893990015/dev-blog-research-and-reference-in-rise-of-the
http://tombraider.tumblr.com/post/131825841425/dev-blog-snow-tech-and-houdini-simulations-mike
http://www.tombraiderhq.com/downloads/Tomb-Tech-Rise-Visual-Effects-TombRaiderHQ.pdf
http://tombraider.tumblr.com/post/124370193850/e3-ambassador-blog-animation-in-rise-of-the-tomb



Misc not graphic
http://archaeologyoftombraider.com/2015/07/05/5-female-explorers-who-made-their-marks-in-siberia/
http://tombraider.tumblr.com/post/124779785800/e3-ambassador-blog-the-narrative-design-in-rise
http://tombraider.tumblr.com/post/130559473215/dev-blog-building-the-myths-of-rise-of-the-tomb
http://tombraider.tumblr.com/post/130719696950/dev-blog-finding-inspiration-for-rise-of-the-tomb
http://tombraider.tumblr.com/post/131986215580/dev-blog-scoring-dynamic-combat-with-procedural
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MattEbbs
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« Reply #162 on: March 28, 2016, 10:35:54 AM »

Thanks for all these; very helpful Smiley
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Tuba
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« Reply #163 on: May 15, 2016, 06:36:16 AM »

Some GDC presentations:









Defining character animations in Overwatch
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gimymblert
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« Reply #164 on: May 17, 2016, 03:35:08 PM »





It's not a mistake, it's history lesson
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gimymblert
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« Reply #165 on: May 20, 2016, 08:49:43 PM »

beyond polygon and voxels ... smooth surfaces!



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gimymblert
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« Reply #166 on: May 20, 2016, 11:49:00 PM »

DYNAMIC Real time global illumination in unity NO BAKING

DEMO (windows):
http://sonicether.com/unitydemos/segi/voxelbased/SEGI%20Beta%20v0.8%20Sponza%20Demo.zip





Thread
http://forum.unity3d.com/threads/fully-dynamic-diffuse-global-illumination.314748/page-9
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gimymblert
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« Reply #167 on: May 21, 2016, 11:56:33 AM »

http://graphics.cs.williams.edu/data/meshes.xml
https://developer.nvidia.com/content/basics-gpu-voxelization
http://mmikkelsen3d.blogspot.lt/2016/05/fine-pruned-tiled-lighting.html
http://gpuopen.com/compressonator-is-going-open-source/

https://basesandframes.wordpress.com/2016/05/11/spherical-harmonic-lighting-the-gritty-details/
https://basesandframes.wordpress.com/2016/05/17/faster-math-functions/


http://graphics.cs.williams.edu/papers/DeepGBuffer16/
http://graphics.cs.williams.edu/papers/DeepGBuffer16/Mara2016DeepGBuffer-extended-small.pdf

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nnyei
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« Reply #168 on: May 21, 2016, 09:09:14 PM »

(Just posting to follow. This thread is awesome. Hand Thumbs Up Right)
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Tuba
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« Reply #169 on: May 23, 2016, 11:03:39 AM »

A Technical and Visual Analysis of Overwatch
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nnyei
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« Reply #170 on: May 30, 2016, 07:20:24 AM »

A very in-depth tutorial about modelling guns for FPP games
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gimymblert
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« Reply #171 on: June 06, 2016, 02:50:20 AM »



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gimymblert
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« Reply #172 on: June 21, 2016, 11:52:24 AM »

http://80.lv/articles/student-feature-ue4-interactive-scene-in-20-weeks/
AMAZING UE4 SCENE IN 20 WEEKS
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gimymblert
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« Reply #173 on: June 28, 2016, 08:32:59 PM »

I discovered a neat "tut" for hair modeling of tight curl, I'm exciting so I share it for no real reason :D

Enter next gen afro hair!

More: https://www.artstation.com/artwork/v4QwO

It doesn't cover all aspect of afro haircut but that's one hell of modelling right there! I think I can extend from there :cool:

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gimymblert
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« Reply #174 on: June 29, 2016, 07:05:19 PM »

Flow map with substance
https://support.allegorithmic.com/documentation/display/SPDOC/Flow+map+painting

Facial animation resources
http://polycount.com/discussion/158836/face-edgeloops-for-animation-best-practice

http://polycount.com/discussion/comment/2397328#Comment_2397328



« Last Edit: June 29, 2016, 07:54:02 PM by gimymblert » Logged

gimymblert
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« Reply #175 on: June 29, 2016, 07:54:41 PM »

polycount has updated his site

Quote
this is a work around until its fixed thought just to throw it up there  I haven't seen it anywhere else and figured it might help.

Now when you google an old topic or come across an old link on the forumit will provide you with a link that takes you to the main index of the forums, but what you can do is take the numbers that appear in the URL for example:

http://polycount.com/forum/showthread.php?t=144838

then paste it after this

http://polycount.com/discussion/

like this

http://polycount.com/discussion/144838

There you go you now have the thread you were looking for

Quote
I'm using the Javascript solution posted by Nelios in the Update thread (highlight and drag/drop the code onto your browser toolbar, then click the button anytime you go to a non-working link): http://pastebin.com/raw.php?i=CB5X3mbC

« Last Edit: June 29, 2016, 10:39:05 PM by gimymblert » Logged

gimymblert
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« Reply #176 on: June 29, 2016, 08:23:27 PM »

sub reddit
http://polycount.com/discussion/comment/2381401#Comment_2381401

free texture
http://polycount.com/discussion/157651/800-free-textures
http://polycount.com/discussion/161723/new-texture-pack-1000-free-textures

color constructor
http://polycount.com/discussion/154487/new-painting-tool-colour-constructor


[still filling that place wait for completion]
« Last Edit: June 29, 2016, 10:36:26 PM by gimymblert » Logged

gimymblert
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« Reply #177 on: June 29, 2016, 08:24:31 PM »

Screen space global illumination on unity 5 (1 directional light and emissive material)



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Mark Mayers
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« Reply #178 on: August 02, 2016, 12:53:54 PM »

Commenting to follow. This seems like a very valuable thread, thanks for posting all those articles.
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gimymblert
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« Reply #179 on: August 28, 2016, 11:01:33 PM »



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