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1402737 Posts in 68124 Topics- by 61741 Members - Latest Member: serges_games

September 25, 2022, 09:21:56 PM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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gimymblert
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« Reply #620 on: April 12, 2022, 07:49:27 PM »

https://fstoppers.com/video-editing/why-great-movies-use-60-30-10-percent-color-rule-600981



Why Great Movies use the 60-30-10 Percent Color Rule
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gimymblert
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« Reply #621 on: April 15, 2022, 06:39:45 PM »

https://twitter.com/FewesW/status/1295629401753882624
Quote
It's a new billboard lighting method I am testing based on the "6 Point Lighting" method. I bake out a couple of textures from a high-poly tree, then use that to get directional lighting on a tangential basis. Super fast and very happy with the results so far!

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gimymblert
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« Reply #622 on: June 13, 2022, 04:49:59 PM »

https://twitter.com/im_galad/status/1509693005447446529
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gimymblert
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« Reply #623 on: June 13, 2022, 05:02:01 PM »




How to make stylized Anime smoke, flame & explosion in blender 2.9 (Animatible)
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gimymblert
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« Reply #624 on: July 11, 2022, 05:17:21 PM »




A Deep Dive into Nanite Virtualized Geometry




Radiance Caching for Real-Time Global Illumination
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gimymblert
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« Reply #625 on: July 11, 2022, 05:29:14 PM »




Large-Scale Global Illumination at Activision
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gimymblert
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« Reply #626 on: July 16, 2022, 07:21:53 PM »




Tutorial: Making wrinkle maps for Unreal characters in Blender (with files)




Procedural Tension Map for Character Wrinkle Animation with Blender Geometry Node
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gimymblert
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« Reply #627 on: July 16, 2022, 09:07:35 PM »




How to Create Curly Hair in Blender [Easy] | Beginner Tutorial




SOUL like - Stylized African Hair in Blender 2.91 Tutorial




African Hair tutorial Blender
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gimymblert
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« Reply #628 on: July 17, 2022, 09:33:47 PM »




Splatoon - Painting Effect in Unity
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gimymblert
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« Reply #629 on: August 01, 2022, 06:33:15 AM »




Tor Frick - Building and Designing the world of The Ascent

AAA graphics from a small team (4 people) with only 1 texture and material, only 100 mb of vram
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« Reply #630 on: August 02, 2022, 04:24:51 AM »




Tor Frick - Building and Designing the world of The Ascent

AAA graphics from a small team (4 people) with only 1 texture and material, only 100 mb of vram

Thank you for not letting this thread die and regularly delighting us with new videos
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gimymblert
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« Reply #631 on: August 02, 2022, 05:14:48 AM »

Beginner level with tips for intermediate



#BestTalkAward How Nature Uses Color - And How You Can || Marco Bucci || CGMA
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gimymblert
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« Reply #632 on: August 04, 2022, 03:59:20 AM »

tutorial:
https://adamspring.co.uk/2020/05/25/facs-rigging-texture-blending-digital-humans/
 FACS Rigging & Texture Blending | Digital Humans


https://www.russian3dscanner.com/
What’s New in Wrap 2021.11?
R3DS Wrap4D is an extended version of Wrap designed specifically for 4D processing. It takes a sequence of textured 3D scans as an input and produces a sequence of meshes with a consitent topology as an output.

https://www.3dscanstore.com/3d-head-models/female-retopologised-3d-head-models
Female retopologised 3D head models - these models are fully symmetrical and are created utilising hi res scan data. The models all come complete with teeth, eyes, lenses, and lashes. In addition to this they all have 16k textures in both JPG and PSD format. These models are real time ready with normal maps extracted from the 6 sub division ZTL model source. Also included are translucency, gloss and specular maps for realtime rendering and these can be viewed with the Marmoset toolbag scene file that is included in the product packs. Please note, all of our retopologised 3D head models utilise an identical point order and UV maps which allows texture swapping and geometry morphing.
https://www.3dscanstore.com/3d-head-models/expression-scans
These expression sets are fully retopologised with animation ready topology, each 3D FACS model has the same point order and UV maps which means they are ready to be rigged, no extra work needed. We have stabilized and traced each expression using using optical flow.

https://jesusfc.net/tutorials/introduction-to-xgen
Introduction to Xgen
On this series you are going to learn the basics of xgen grooming completely free. A lot of tips and tricks on how to work with xgen and solve most of the common issues that you can find when working with it. I will try to make as much videos as possible for this series.

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gimymblert
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« Reply #633 on: August 04, 2022, 04:12:04 AM »

HIGH LEVEL MATH (probably)
https://twitter.com/AruGL/status/1398608719538233346
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"uniformization theorem": any smooth surface—no matter how crazy it looks—can be deformed into a constant-curvature space (e.g. a sphere) by a "conformal" or angle-preserving map

https://twitter.com/keenanisalive/status/1397240750119731203

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A key idea of the discrete uniformization theorem is to allow the mesh connectivity to change as you flatten the surface.  This ensures that you always arrive at a solution—but leads to other challenges that need to be addressed if you want a real, working algorithm.

We add three key pieces to ensure things really always work in practice:

A. Improved optimization via "Ptolemy flips" to skirt invalid edge lengths
B. A new integer-based data structure to track how triangulations intersect
C. High-quality interpolation in the "light cone"

A. One key idea is that every triangle mesh can also be viewed as an "ideal hyperbolic polyhedron." And even if an edge flip yields lengths that violate the triangle inequality, the hyperbolic picture still makes sense! The algorithm can hence continue without any trouble.



B. Another nice idea is that the way two triangulations cross can be recovered from just the *number* of crossings on each edge.  We augment these so-called "normal coordinates" (common in topology) with a new mechanism called "roundabouts," needed to recover the final map.



C. Finally, it's not enough to just know how triangulations cross—we must also map data (texture coordinates, color, etc.) back to the input surface. Here, the "light cone" model of hyperbolic geometry helps significantly improve on ordinary piecewise linear interpolation.



The final algorithm is extremely robust, flattening almost all 32,744 connected components from #Thingi10k—a feat never achieved with prior "guaranteed injective" methods. Yet we guarantee not only injectivity, but also *quality*: all maps are exactly discretely conformal.

There's much more to say here, and the theory runs pretty deep. Here are some good entry points:

@GeometryProcess
 grad school lecture: https://youtube.com/watch?v=4YHmaoQoT9s

Intro to discrete conformal maps: http://cs.cmu.edu/~kmcrane/Projects/Other/ConformalGeometryOfSimplicialSurfaces.pdf

Original CETM paper: http://multires.caltech.edu/pubs/ConfEquiv.pdf

Enjoy!


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« Reply #634 on: August 04, 2022, 04:26:53 AM »

Keenan Crane is involved, so yeah you could say "high level math" is involved lol
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gimymblert
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« Reply #635 on: August 09, 2022, 05:10:35 PM »




How to spark creativity || Danar Worya
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gimymblert
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« Reply #636 on: August 09, 2022, 05:14:50 PM »





Matt Rhodes Artist Talk: The World of Concept Art (November 2016)




What People Get Wrong About Concept Art

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gimymblert
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« Reply #637 on: September 07, 2022, 02:02:15 PM »

https://github.com/electronicarts/dem-bones



Dem Bones -- Awesome Animation Tool ... From EA?!?!

Turn blendshape, alembic animation, into bone base animation automatically
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gimymblert
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« Reply #638 on: Today at 02:52:09 AM »





The power of grays
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