AI applications are only beginning to materialize. It's so exciting what neural networks will do to art workflows in the coming years.
W T F!!! Why, really don't understand, EA = just a fucking looser company!
Amazing... Congratulations for the new way to show information.. I hope they could use this to teaching.
Greg Zdunek presented his set of 3D grass, titled “Wild Green“. The pack was designed for use in natural landscapes and grass fields untouched by man – perfect for forest floors, rolling hills and mountain ranges. What you get for $20 is a library of detailed 3D grass assets for use in Game Cinematics, Visual Effects, Advertising and ArchViz.
HyperGrass was created to simulate the way real grass species grow over time, from an early sprout to a fully grown plant. Unlike traditional clusters of separate grass blades that are commonly used in CG, HyperGrass assets are designed procedurally with a stalk and set of leaves to more accurately match real grass.
Each HyperGrass set is divided into a number of growth categories with gradually increasing amounts of stalk height and leaf growth to offer you multiple levels of variation and detailed layering with instancing plugins such as XGen, MASH, Forest Pack, SOuP, etc.
HyperGrass assets can be used with any 3D application or plugin that supports geometry instancing, including Maya, 3ds Max, Houdini, Cinema 4D, Blender and many others.
Each HyperGrass set includes:
- Grass Geometry (FBX & OBJ)
- High-res 4K Textures (Linear 16Bit TIFF)
- Compressed 2K Textures (sRGB 8Bit JPEG)
HyperGrass Volume 1 (Wild Green) is divided into 5 growth categories with a total of 68 unique model variations:
- Sprout (16 variations)
- Short (16 variations)
- Medium (16 variations)
- Tall (16 variations)
- Dead Grass Clusters (4 variations)
Three different textures sets are included, which offer a total of 24 texture variations. The following PBR texture maps are included: