Arran Langmead shared his article on procedural mesh generation in Unreal explaining how to create basic geometry and generate a foliage tool with blueprints.
Xbox will show the games for Xbox Series X within Inside Xbox on May 7.
Dynamixyz team discussed its markerless facial mocap system, shared the technical details and possibilities of the system and mentioned the company's future plans.
Derek Potter, Head of Product Management at Vicon, talked about their finger tracking system Shōgun High Fidelity, its potential influence on the game industry, and their collaboration with Epic Games.
Andras Ketzer, the creator of a toolkit for stylized smoke and fire in Unreal Editor called FluidNinja, shared his studies on how to add 3D depth to 2D fluid simulations with Ray Marching and Parallax Occlusion Mapping.
Simon Verstraete shared a breakdown of a City Builder that works based on the mouse clicks in the viewport of Houdini. The written materials require basic Houdini knowledge.
Denis Shergin, CEO at UNIGINE, talked about the improvements and new features they've added to UNIGINE Engine including the new terrain system, multi-channel rendering system upgrade, and a free version of the software UNIGINE 2 Community Edition.
Ben Lowing from the team of Mercuna talked about their AI navigation solution that provides efficient pathfinding, obstacle avoidance, and other features for characters and vehicles.
Carlos Lemos has recently finished his 4-part tutorial on normal mapping and kindly allowed us to repost it on 80 Level (originally posted on Artstation). In this article, read about different types of normal maps, common problems that occur when working with them and some solutions.
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