Roahith Rajendiran talked about his experience of working with Houdini and UE4 and designing procedural tools, development of the ideas, lighting experiments, challenging aspects of the work and solutions to them.
Firas Hosn, AI Game Programmer and Mentor at CG Spectrum, shares his experience of working on games in large teams and self-aware AI development as well as gives his tips to those who want to join Ubisoft's technical team.
Charlotte MacKie tested Rizom-Lab Virtual Spaces and reviewed the advantages of the software that can greatly accelerate the process of UVing.
Evgeny Dyabin from the Cascadeur team discussed the logic behind their autoposing feature implemented using standard deep learning methods.
Xsens team talked about Xsens MVN Animate, their time-proven motion capture software used in different fields by Epic Games, Ninja Theory, The Mill, and other clients.
Gil Damoiseaux has recently shared the result of his attempt to recreate the liquid in a bottle effect from Alyx via a surface shader in Unity. In this article, he shared the technical details of his experiments with different kinds of liquids.
Aitor Rández explained how he worked on lighting in UE4 in his latest study as well as shared the settings and the scene for download.
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.
Guide: Sculpting Stylized Hair in ZBrushGreat work overall. Thanks for sharing·
Is Blender Becoming An Industry Standard?Fantastic! Is this just with the edge slide tool or is it a fully glob...·
Is Blender Becoming An Industry Standard?George Garton, preserve Uv is now part of the blender·
Game Art Tests and How to Approach ThemNice article but I have to disagree with the idea that you shouldn...·
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