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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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gimymblert
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« Reply #20 on: December 05, 2013, 01:41:24 PM »

http://www.troubleimpact.com/blog/2012/10/7/comparing-shader-performance.html
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gimymblert
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« Reply #21 on: December 05, 2013, 02:29:26 PM »

http://www.rorydriscoll.com/2013/11/22/physically-based-shading/
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gimymblert
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« Reply #22 on: December 06, 2013, 12:27:36 PM »

shader for noobs in unity3D:
http://unitygems.com/noobshader1/
http://unitygems.com/noobs-guide-shaders-2/
http://unitygems.com/noobs-guide-shaders-3-realistic-snow/
http://unitygems.com/noobs-guide-shaders-4-toon-shading-basic/
http://unitygems.com/noobs-guide-shaders-5-bumped-diffuse-shader/
http://unitygems.com/noobs-guide-shaders-6-toon-shader/

https://cgcookie.com/unity/cgc-courses/introduction-to-surface-shaders-in-unity/
http://cgcookie.com/unity/cgc-courses/noob-to-pro-shader-writing-for-unity-4-beginner/
http://cgcookie.com/unity/cgc-courses/noob-to-pro-shader-writing-for-unity-4-intermediate/

http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter01.html

http://en.wikibooks.org/wiki/Cg_Programming/Unity
« Last Edit: July 15, 2014, 03:47:58 AM by Gimym JIMBERT » Logged

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« Reply #23 on: January 17, 2014, 06:40:19 AM »

more PBR
http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/
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« Reply #24 on: January 26, 2014, 10:38:46 AM »

Advance math reference:
http://www.iquilezles.org/www/index.htm

This thread need a clean up
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gimymblert
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« Reply #25 on: January 31, 2014, 10:03:03 PM »

Perfect sphere
http://www.voofoostudios.com/?p=33

glsl programming
http://en.wikibooks.org/wiki/GLSL_Programming
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« Reply #26 on: January 31, 2014, 10:25:57 PM »

I really liked the Wind Waker read. I've never been a big Zelda fan but I've always found that game a bit more interesting than the majority of Zelda games. (However, Minish Cap was my favorite)

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gimymblert
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« Reply #27 on: February 01, 2014, 05:40:35 AM »

advance cel shading analysis from guilty gears

op:




Right click to see images in full rez



This is not 2D but 3D




http://www.polycount.com/forum/showthread.php?t=121144


Thread page


http://www.polycount.com/forum/showthread.php?t=121144&page=3


Old 3D workflow for 2D game before going full 3D (experimental stage)

http://www.siliconera.com/2012/02/08/the-art-of-blazblue-part-1-concept-phase/
http://www.siliconera.com/2012/02/09/the-art-of-blazblue-part-2-animation-phase/
http://www.siliconera.com/2012/02/10/the-art-of-blazblue-part-3-background-phase/
Original jp blog: http://www.arcsystemworks.jp/official/company/tech.html


Normal perturbation like the tricks for tree leaves






http://www.polycount.com/forum/showthread.php?t=121144&page=5
Light texture swapping (+ normal perturbation)




Out of topic:
http://www.polycount.com/forum/showthread.php?t=66952
unchartred


Baked BRDF
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gimymblert
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« Reply #28 on: February 05, 2014, 05:02:46 AM »

publications:
DICE
http://dice.se/publications/approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/

BUNGIE
http://halo.bungie.net/inside/publications.aspx

CRYTEK
http://www.crytek.com/cryengine/presentations
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gimymblert
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« Reply #29 on: February 11, 2014, 06:16:56 AM »

https://www.shadertoy.com/view/XdBGzd
https://www.shadertoy.com
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gimymblert
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« Reply #30 on: February 19, 2014, 01:16:05 PM »

http://alastaira.wordpress.com/2013/11/26/lighting-models-and-brdf-maps/
http://www.hdrlabs.com/sibl/archive.html
http://en.wikibooks.org/wiki/Cg_Programming/Unity
« Last Edit: February 19, 2014, 05:26:13 PM by Gimym JIMBERT » Logged

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« Reply #31 on: February 21, 2014, 09:42:39 AM »

http://video-game-foliage.tumblr.com/
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« Reply #32 on: March 10, 2014, 08:47:54 AM »

lighting in bioshock infinite
http://solid-angle.blogspot.fr/2014/03/bioshock-infinite-lighting.html

the truth about gamma correction
http://www.thetenthplanet.de/archives/1494

something to keep an eye on:
http://bartwronski.com/2014/03/09/my-upcoming-gdc-2014-presentation/

edit:
http://www.filmicworlds.com/2014/03/11/physically-based-does-not-mean-correct/
« Last Edit: March 15, 2014, 09:49:18 AM by Gimym JIMBERT » Logged

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« Reply #33 on: April 10, 2014, 03:12:35 PM »

http://acko.net/files/fullfrontal/fullfrontal/webglmath/online.html

http://glsl.heroku.com/
https://www.udacity.com/course/cs291
http://alteredqualia.com/
http://mrdoob.github.io/three.js/
http://aerotwist.com/

http://blog.bombernauts.com/

http://acko.net/
« Last Edit: April 10, 2014, 03:47:21 PM by Gimym JIMBERT » Logged

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« Reply #34 on: April 10, 2014, 07:53:06 PM »

http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-part-1/
http://www.fxguide.com/featured/art-directing-effects-for-infamous-second-son/
http://adruab.net/wp-images/GDC14_infamous_second_son_engine_postmortem.pdf
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« Reply #35 on: April 19, 2014, 03:54:58 PM »

more pbr basics
http://www.marmoset.co/toolbag/learn/pbr-practice
http://www.marmoset.co/toolbag/learn/pbr-theory

free and open source workflow and shader in unity:
http://forum.unity3d.com/threads/235027-Lux-an-open-source-physically-based-shading-framework

https://github.com/larsbertram69/Lux

DDo et ndo2 ont des versions gratuite
http://dev.quixel.se/

Some tut
http://www.marmoset.co/toolbag/learn
http://www.marmoset.co/toolbag/learn/skin-shader
http://www.marmoset.co/toolbag/learn/character-lighting
« Last Edit: April 19, 2014, 05:44:53 PM by Gimym JIMBERT » Logged

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« Reply #36 on: April 23, 2014, 07:13:16 AM »

random links
https://twitter.com/SebLagarde

PBR chart for unreal4
http://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/

PBR chart
https://docs.google.com/spreadsheet/ccc?key=0AlSRuM7BFhPVdGV4OXRETlYwYVVqbkp6aDNwYm1XaHc&usp=sharing#gid=0
http://www.polycount.com/forum/showthread.php?t=133651&highlight=skin+shader

second son gdc stuff:
http://www.suckerpunch.com/images/stories/GDC14_infamous_second_son_engine_postmortem.pdf
http://www.suckerpunch.com/images/stories/SPP_PerformanceCapture.pdf
http://www.suckerpunch.com/images/stories/iss_vfx_gdc2014.pptx
http://www.suckerpunch.com/images/stories/SPP_Particles_Full.pptx

Color blending
http://www.stuartdenman.com/improved-color-blending/

Microfacet stuff
http://hal.inria.fr/hal-00942452
http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/

irrational stuff
http://slueb.blogspot.fr/2014/04/irrational-tech-art.html


other
http://jcgt.org/published/0003/02/01/

http://casual-effects.blogspot.fr/2014/04/fast-terrain-rendering-with-continuous.html

http://carlosmontero.com/pbr_database/ pbr database currently down

http://c0de517e.blogspot.fr/

https://www.fxguide.com/featured/the-art-of-digital-faces-at-ict-from-digital-emily-to-digital-ira/
« Last Edit: April 26, 2014, 10:24:07 AM by Gimym JIMBERT » Logged

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« Reply #37 on: April 26, 2014, 12:31:35 PM »

Photogrammetry

http://en.wikipedia.org/wiki/Photogrammetry

http://wedidstuff.heavyimage.com/index.php/2013/07/12/open-source-photogrammetry-workflow/
http://makezine.com/2013/08/21/diy-photogrammetry-open-source-alternatives-to-123d-catch/
http://opensourcephotogrammetry.blogspot.fr/

http://www.agisoft.ru/products/photoscan
http://www.agisoft.ru/products

« Last Edit: April 27, 2014, 02:29:32 PM by Gimym JIMBERT » Logged

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« Reply #38 on: April 27, 2014, 02:29:23 PM »

http://scrawkblog.com/
http://www.reddit.com/r/gamedev/comments/1tkr63/twilight_princess_eyes_breakdown/

Strumpy shader editor github
https://github.com/stramit/SSE
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« Reply #39 on: May 02, 2014, 04:30:11 PM »

http://www.polycount.com/forum/showthread.php?t=133072
environement texturing in 1 day


http://www.polycount.com/forum/showthread.php?t=89682
environment modular asset with only 2 256*512 texture



compressing value range
http://teckartist.com/?p=26

edit:
http://filipangelison.com/?page_id=274
http://c0de517e.blogspot.ca/2014/04/smoothen-your-functions.html shader math
http://www.bitsquid.se/technology.html#papers
« Last Edit: May 07, 2014, 05:09:28 PM by Gimym JIMBERT » Logged

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