Game Dev Unchained: Scanning The Future With Quixel
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Latest comments
by Koenker-Master
4 hours ago

What a shame EA! Fuck off, i go to steam :-)

by serkan_buldan@yahoo.com
7 hours ago

Since you are open to discussion and critics i would suggest you to use less aggressive language when you are on the internet. I would try something like, "Hey Cem, this is great material and thanks for the article. As far as i know from 80lvl Facebook group you can improve the performance or you may consider dropping the price. Keep up the good job." It doesn't have to be the same words but this kind of attitude would lead to a softer conversation because your intention will be clear.

by cemtezcan@gmail.com
8 hours ago

@derjyn@gmail.com Is there any link or video for the cheaper solutions that you mentioned before? Please share them. I haven't seen any cheaper, faster, HD, loopable and adjustable "normal map" flipbook video that you said in your first post. I would be happy to compare the results in realism.

Game Dev Unchained: Scanning The Future With Quixel
17 January, 2018
News

Teddy Bergsman, is the CEO and founder of Quixel. In this episode of Game Dev Unchained he talks about what it’s like dreaming up and developing the tools that revolutionized 3D art in games with Quixel Megascans and Quixel Suite. Hear what inspired him to make it, how he handled early resistance, and what’s on the horizon moving forward.

Quixel’s first product, the Photoshop-based normal-creation toolset NDO, was an instant hit on its release in 2011, and was quickly followed by DDO, a companion tool designed to handle common games texturing tasks. Quixel recently released product, Megascans: a “new breed of material library” comprising a set of thousands of real-world materials scanned with the firm’s proprietary HDR surface capture technology. It is widely being used in the film and game industry most notably the oscar winning VFX movie “The Jungle Book.”

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