I like the render quality, look very realistic and well integrated with the plate Physics are quite fucked up in that sim, the shuttle goes trough the building as if it was air, the shuttle should get totally designated by the impact Also the full simulation seems to go in slow motion while the cars and people moves on real time The ground destruction looks cool too, and the concept is interesting
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At GDC 2017, Allegorithmic united some of the best texture artists in the industry at their theater sessions. The first two sessions feature Brad Smith and Harrison Moore from Epic Games, texture artists behind the MOBA game Paragon.
Brad Smith talks about the Substance pipeline and toolset for Paragon heroes, while Harrison Moore discusses a mix of Substance Painter and Unreal Engine 4.