Junliang Zhang shared a technical art portfolio presentation, talked about shaders, and showed a lot of material blueprints for working in Unreal Engine.
Daniel Santalla explained how he set up the mechanic that allows the player to draw on a blackboard in VR and how it can be done with the glass surface similar to the effect in Half-Life: Alyx.
Dive into the production process of the new immersive technology.
Matthijs Verkuijlen shared some insights into the use of Procedural Dependency Graphs (PDG) in asset and terrain production as well as work with logs and telemetry data.
Check out 5 Python courses that will help you learn coding from the very beginning or level up your current programming skills for multiple purposes.
Niels Dewitte discussed in detail how he created comet projectiles in UE4 and shared a few useful resources for novice VFX artists.
A new financial milestone for Looking Glass Factory who’s working on the holographic light field display technology.
Adam Swaab talked about his experience with Houdini and the new features of the latest software version as well as shared the process of creating the splash screen of Houdini 18.5 for SideFX and educational resources including his own tutorials on Chain and Path Deform SOPs.
Daniel Voshart shared his project of bringing a realistic look to 54 Roman Emperors of The Principate made with a neural-net tool, Artbreeder.
A Closer Look at Texturing in Arcane Part 2That headline is a little bit of a catfish.
NVIDIA's AI Confessed That It Will Never Be EthicalI've been waiting for this moment for a long time now, and I don&...·
Half-Life 2 Apartments Recreated in UNIGINEThank you for mentioning)·
Texturing a Post-Apocalyptic Car in Substance Painternice done :)·
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