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October 18, 2018, 01:19:00 PM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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gimymblert
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« Reply #400 on: May 15, 2018, 08:05:57 PM »




'AAA Quality Meets Independent Freedom' by Ninja Theory | Unreal Fest Europe 2018 | Unreal Engine
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gimymblert
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« Reply #401 on: May 15, 2018, 09:49:20 PM »

https://lesterbanks.com/2015/12/building-your-own-portable-pbr-texture-scanner/
BUILDING YOUR OWN PORTABLE PBR TEXTURE SCANNER
http://rtgfx.com/pbr-texture-scanner/
Building a Portable PBR Texture Scanner

http://polycount.com/discussion/132603/capturing-real-world-surfaces-for-pbr
Capturing Real World Surfaces for PBR

https://80.lv/articles/photogrammetry-almanac-environment-pbr-texture-creation/
https://gumroad.com/l/YanD
Photogrammetry Almanac: Environment PBR Texture Creation

https://80.lv/articles/using-photogrammetry-for-real-time-projects/
Using Photogrammetry for Real Time Projects

https://www.ronenbekerman.com/scanning-materials-smartphone/
Scanning Materials with your Smartphone

http://qt-ent.com/Blog/gathering-physical-reference-for-pbr/
Gathering Physical Reference for PBR

http://polycount.com/discussion/135217/pbr-material-scanners
PBR Material Scanners?

https://unity.com/solutions/photogrammetry
Create photo-realistic game assets

https://80.lv/articles/working-with-photogrammetry-in-ue4/
Working with Photogrammetry in UE4


reference
http://ir-ltd.net/next-gen-photometric-scanning/
next generation photometric scanning
http://ir-ltd.net/blog/
http://ir-ltd.net/photometric-scans-to-real-time/
http://www.pauldebevec.com
http://ir-ltd.net/introducing-the-aeon-motion-scanning-system/
https://petemcnally.com
http://gl.ict.usc.edu/Research/FaceScanning/
apid Acquisition of Specular and Diffuse Normal Maps from Polarized Spherical Gradient Illumination
http://gl.ict.usc.edu/Research/DigitalEmily/
http://www.eisko.com/index.html
3D human scanning, rigging and animation for visual effects and real-time applications
http://gl.ict.usc.edu/Research/SkinStretch/
Skin Microstructure Deformation with Displacement Map Convolution

« Last Edit: May 15, 2018, 09:59:42 PM by gimymblert » Logged

gimymblert
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« Reply #402 on: May 15, 2018, 09:52:25 PM »

http://www.zarria.net/nrmphoto/nrmphoto.html
Normal Map Photography

https://blenderartists.org/t/creating-normal-maps-of-real-coins-from-2d-scans-cycles-render-of-us-0-25/532407
https://blenderartists.org/t/normal-map-photography/434710
http://www.instructables.com/id/Introduction-33/
http://shadermaptutorials.com/tutorial/normal-map-photography/
https://www.researchgate.net/publication/273021551_Normal_map_recovery_using_bundle_adjustment?_sg=oIA_9LUsTI_9BDH98YgOi30z7MmPD_zNJR3He7lsx1Qx0GINuPFdWxGpgC8DkUl-VGKoCQyQHQ
Normal map recovery using bundle adjustment

https://daverig.artstation.com/blog
https://daverig.artstation.com/blog/0rQ7/making-money
 Trying something new I tried combining some macro photography with surface scanning. For this I used my old Nikon 105mm macro lens.

http://web.media.mit.edu/~achoo/polar3D/
Polarized 3D: Depth Sensing with Polarization Cues

https://www.gamedev.net/forums/topic/557465-self-shadowing-normal-maps/
self shadowing normal maps


« Last Edit: May 15, 2018, 10:27:37 PM by gimymblert » Logged

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« Reply #403 on: May 15, 2018, 10:19:14 PM »

Trying something new I tried combining some macro photography with surface scanning. For this I used my old Nikon 105mm macro lens.

Really neat. I love how it's only using the normal. You can then age & weather it as much as you want.
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gimymblert
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« Reply #404 on: May 18, 2018, 06:44:08 AM »




Animation Bootcamp: 2018 Tricks of the Trade
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« Reply #405 on: May 29, 2018, 11:38:23 PM »

Yeaah thank you !
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JobLeonard
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« Reply #406 on: June 03, 2018, 01:57:18 AM »

G'MIC is an amazing (free) toolset to have in general, but I bet people here will love the new "Auto-illumination of 2d shapes" filter:





Discussion: https://discuss.pixls.us/t/auto-illumination-of-2d-shapes/7733/14

G'MIC website: https://gmic.eu/download.shtml
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gimymblert
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« Reply #407 on: June 06, 2018, 09:41:02 PM »

Toon shading from the game 崩坏3 (honkai impact3) :
https://connect.unity.com/p/unite-2018-beng-pi-3-zai-unityzhong-shi-xian-gao-pin-zhi-de-qia-tong-xuan-ran-shang
https://www.facebook.com/HonkaiImpact3/videos/1571020939685713/

https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter02.html
Chapter 2. Terrain Rendering Using GPU-Based Geometry Clipmaps
« Last Edit: June 19, 2018, 03:39:56 PM by gimymblert » Logged

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« Reply #408 on: June 14, 2018, 08:20:37 PM »


https://www.patreon.com/posts/quick-game-art-17670580
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Prinsessa
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« Reply #409 on: June 16, 2018, 09:49:40 AM »

Shader animation for cartoonish pipe (animated tutorial GIF):
https://twitter.com/CouchGameCraft/status/1007970284417224704

"Faux volumetric lighting" shader with meshes (GIF and source):
https://twitter.com/phi6/status/1008823628161536000
« Last Edit: June 19, 2018, 01:00:57 AM by Prinsessa » Logged

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« Reply #410 on: June 24, 2018, 10:52:18 AM »




Advances In Real-Time Voxel-Based GI

https://www.youtube.com/user/NvidiaGameWorks/videos

https://www.youtube.com/playlist?list=PL5B692fm6--up8j7qWID9cluY24vky3Xw&mkt_tok=eyJpIjoiT0RBMk5URTJZVGsxTVRCaiIsInQiOiJvZlpvUjdVNndBSUpyTTBudWdaSUdSVFRjUUdVYW5qQk9SRmpINFh6eUxoVU1qMEJJSTBjbFREak9yd08rSUZNU1RDdGJ6WE9mZ2VjcVpvXC9TN2tpc0x4eUxmQ0xYTnp0MTUxemh1cGVReWVnWmlmdThmMlc1WjlGdU9keUU3S20ifQ%3D%3D
« Last Edit: June 24, 2018, 11:05:36 AM by gimymblert » Logged

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« Reply #411 on: June 25, 2018, 08:57:50 AM »

Probability distribution function (PDF) -- the probability that a unit volume of space will emit a given amount of light

Normal distribution function (NDF) --

Distribution term, fresnel term, geometry term (DFG) --

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Prinsessa
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« Reply #412 on: June 27, 2018, 05:23:33 AM »

BotW particle effects recreated in Unity:
https://80.lv/articles/making-zelda-like-vfx-with-unity/

Cheap 3D smoke using a "camera-facing mesh deformed in world space":
https://twitter.com/klemen_lozar/status/1012028137247346689

BotW cartoon water foam effect recreated in Unreal:
https://twitter.com/yarpoplar/status/1012245778423742464
« Last Edit: July 12, 2018, 07:42:21 AM by Prinsessa » Logged

gimymblert
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« Reply #413 on: July 09, 2018, 10:22:27 AM »

https://80.lv/articles/horizon-zero-dawn-interview-with-the-team/
Horizon Zero Dawn: Interview With the Team
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gimymblert
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« Reply #414 on: July 09, 2018, 08:21:20 PM »

https://www.polywink.com/14-55-rig-on-demand.html
https://www.polywink.com/9-47-blendshapes-on-demand.html
Quote
Rig On Demand
Automatic Rigging
Rig on Demand automatically generates a full facial rig as well as 256 blendshapes perfectly adapted to the specific topology and morphology of your character, whether it’s a scanned head, a photorealistic head model or a cartoonish character.

Simply upload a neutral 3D head model and receive a full facial rig with a wide range of facial expressions, instantly saving weeks of work!

3D Facial Animation Made Easy
Our rig takes full advantage of all the expressions offered by Blendshapes on Demand, including the full spectrum of facial muscular deformations, visemes and emotions, guaranteeing consistent geometric displacements without any skin sliding effects. It also offers control over all the separated geometries to reach an incomparable level of detail.

Flexible, robust and easy to use, our rig is compatible with Maya and can be exported to Unity and Unreal. It will smoothly incorporate any precomp or real-time animation, no matter the modeling style or the animation technique (MoCap, Video Tracking or keyframing).
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« Reply #415 on: July 12, 2018, 01:26:22 AM »

Practice practice! Many of the artists you might have seen have been working for years, honing their skills. Some of the artists over at deviantART have tutorials for things like linework, coloring, lighting and shading, anatomy, and blending effects.

PSE9 can certainly do the job. You just might need to learn more about color theory (how to pick colors that work well together) and maybe lighting (how objects look under different kinds of light).

One major problem you might be having is trying to get sharp-looking work. The trick is to start with a larger canvas and scale down, something even traditional comic artists have to do. You could also use a vector editing program (such as Inkscape), which can reliably make sharp shapes of any size. I wii write more at my blog [suspicious link removed]
« Last Edit: July 19, 2018, 05:04:32 AM by ThemsAllTook » Logged
gimymblert
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« Reply #416 on: July 13, 2018, 08:42:36 AM »

Hi angelina, did you miss the right thread? It looks like an answer to another post from another world!
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gimymblert
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« Reply #417 on: July 13, 2018, 08:43:13 AM »

Manual texture filtering for pixelated games in WebGL
https://csantosbh.wordpress.com/2014/01/25/manual-texture-filtering-for-pixelated-games-in-webgl/
https://csantosbh.wordpress.com/2014/02/05/automatically-detecting-the-texture-filter-threshold-for-pixelated-magnifications/
« Last Edit: July 13, 2018, 08:57:15 AM by gimymblert » Logged

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« Reply #418 on: July 13, 2018, 11:41:56 AM »

http://yzergame.com/doomGlare.html
Doom glare implementation
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« Reply #419 on: July 13, 2018, 04:22:58 PM »

Some resources to understand 3d textures in unity
https://forum.unity.com/threads/3d-textures-and-volume-rendering-in-unity-2017.540278/
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