Knald
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Moscow RU   16, Oct — 18, Oct
Helsinki FI   17, Oct — 25, Oct
Minsk BY   17, Oct — 19, Oct
London GB   22, Oct — 23, Oct
Singapore SG   23, Oct — 25, Oct
Latest comments

To be honest? What was Star Wars? George Lucas!!! It was cool back then in the 70 ties! Nothing ever before was like it..and it had character! 2 little shiny robots that behaved like humans! The n th sequal of something that was major in the past...! My advice? Start something new dont copy Star Wars...and give it some heart again! Put the industry to shame!!!😉 my 2 cents..

by Thomas Guillemot
3 hours ago

Well that's a lot of hats !

by Thomas Van Fossen
8 hours ago

So why not finish the project but making it super generic? Strip all star wars terms out. Then when the game is finished, allow for modders to make a conversion mod that will reinsert the star wars material? That way he can finish it and we all can get what we want and no one has to give up on their dreams.

Knald
Content
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Knald can generate a Normal, Derivative, Displacement/Height, Ambient Occlusion, Concavity and Convexity maps in around 5 seconds on a modern mid-range GPU. When loading an existing Heightmap directly, all other maps are generated instantly and automatically.
  • Knald-80.lv
  • Knald-80.lv
  • Knald-80.lv
  • Knald-80.lv

What does Knald mean for artists?

  • Versatile work flow – Artists can import and work with Normal, Derivative, Heightmaps and photo-sourced textures.
  • All calculations & processing are performed in double/single precision floating point (float64/float32).
  • Pixel perfect 8, 16 and 32bit support – Our file I/O and image processing pipeline preserves your high precision data.
  • Best in class Heightmaps – Excellent quality, accurate height maps generated from a Normal/Derivative or photo-sourced texture.
  • Best in class real-time AO – Extremely high quality and clean results rivaling baked AO at 600+ rays.
  • Ultra fast results – Real time AO, Concavity and Convexity map generation adjustment means no more waiting for bakes.
  • Simultaneous map processing – See and adjust the results of all maps instantly.
  • Real time (scalable) tessellation in the 3D preview – See what your heightmap looks like before importing it into an engine.

Features

AO, Concavity & Convexity Maps

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Sketching in Knald © Knald, 2015

Knald’s ultra fast & extremely high quality Ambient occlusion results rival that of “baked” AO at 600+ rays. Fully adjustable in real-time which means no more waiting! Our stunning Concavity & Convexity maps can be tailored quickly and efficiently to suit your specific needs. Gone are the days of waiting for bakes to finish and then adjusting the results in an image editing application to make them usable. Optimized to be used immediately after export, adjust the results to your liking in Knald & and multiply or screen them when texturing!

Mesh Ambient Occlusion

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Knald head sculpture © Knald, 2015

Even bakes from multi-million polygonal meshes that can take almost 30 minutes in other modern GPU baking tools take only 2-3 minutes in Knald. By harnessing the power of 64bit and modern GPUs, Knald can even generate Mesh AO from UV mapped multi-million polygonal meshes with only your amount of VRAM limiting your potential! Want to use a 10 million triangle mesh straight from your sculpting application of choice? No problem! As long as your GPU has sufficient VRAM you are good to go! When uvsed with our Concavity, Convexity & Image based AO, you may never need to “bake” another AO map again!

Transmission Maps

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Female model in Knald © Knald, 2015

Designed to be used as omni-directional thickness map (with an attenuation ramp) for semi-translucent materials, Transmission are generated in much the same way as our high quality Mesh AO solution. & it’s just as fast. Simply load a mesh into Knald (multi-million polygonal meshes are supported), check a box and then watch Knald do its magic. After only a couple of seconds you will be greeted by your new and beautiful texture which is viewable with real-time translucency in the 3d preview window.

Powerful ColorToNormal functionality

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Coloring in Knald © Knald, 2015

Knald’s versatile ColorToNormal mode enables you to create Normal maps from photo or Heightmap source data, via our robust I/O pipeline, with full 8, 16 and 32bit (integer and float) support. This allows you to then tweak the settings to generate the desired result – all instantly viewable, non-destructive & adjustable in real-time prior to integration for near instant gratification.

Real-time tessellation in the 3D preview

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Knald sphere © Knald, 2015

With 7 levels of tessellation, Knald allows you to view your Heightmaps displaced on a multi-million polygon primitive mesh in real-time, using our 3D preview’s fast, efficient & scalable tessellation.

Stunning Parallax

Our high quality Parallax solution, a synthesized tangent space and true height field, allows you to visualize the magnitude of displacement which correctly corresponds to the Normal/Derivative map in a fast and efficient manner.

Physically based Specular & Gloss

Knald’s adjustable Specular and Gloss (A normalized, Blinn-Phong model in a torrance-sparrow formulation) allows you to to pre-visualise your final asset and view your progress with or without gamma correction. Knald also enables you to import and apply Diffuse and Specular textures to the 3D Preview, allowing you the flexibility to create and preview your work in whichever way best suits you.

Lighting, Mesh rotation & UV control

Effortlessly control your lighting, mesh rotation, UV offset & tiling amounts – then reset them with a click of a button.

Articles
Videos
Questions
Still have questions?
Alejandro Olmo talked about his Shaman character made within CGMA course Next Gen Character Creation. Software used: ZBrush, SP, Toolbag, Mari, MD and more.

28 September, 2018

1468 views
Yarrid Henrard talked in detail about his fictitious 3D character based on one of Nivanh Chanthara's awesome concept art pieces. Software used: Maya, ZBrush, Substance Painter, and Knald.

19 July, 2018

2125 views
Olivier Lau talked about using photogrammetry techniques and tools when creating realistic materials.

6 July, 2018

4383 views
Pete McNally, a 3D artist with an impressive career, shared his thoughts on Artomatix, Reality Capture, Substance Designer and the future of 3D production in general.

31 May, 2018

3562 views
5 comments
Timothy Dries did a short and sweet tutorial, sharing his grass creation workflow.

28 April, 2018

3962 views
1 comments
Ehsan Ebrahimzadeh discussed the production of the amazing 3d environment, that combines futuristic backgrounds with lush vegetation and gorgeous ruined houses.

13 November, 2017

3601 views
Senior environment artist Clinton Crumpler from The Coalition talked about some of his thoughts on breaking into the industry and shared some helpful production ideologies and habits.

28 July, 2017

4803 views
Dr. Eric Risser and lead artist, Seán Walsh talked about Artomatix - new service, that uses deep learning and clever algorithms to create fantastic modern textures from different sources. 

14 July, 2017

2987 views
Anthony Trujillo was kind to give a breakdown of his award-winning stylized environment. Great look at the sculpting, texturing and the beautiful lighting setup.

13 June, 2017

7142 views
1 comments
Ehsan Ebrahimzadeh talked about the production of his amazing "Our Heritage" project, which he's assembling with Aidin Salsabili. Amazing high-level environment design.

8 June, 2017

4478 views
Self-taught 3d artist Adam Kenyon showed how he created this stunning tribute to ‘Last of Us’ in just over 5 weeks.

10 May, 2017

8058 views
Matthieu Gouault discussed the way he created some nice candles to use in games.

24 April, 2017

2293 views
3d artist Josh Van Zuylen discussed the creation of CyberRunner - a phenomenal environment work, done in UE4.

1 March, 2017

10003 views
2 comments
Environment artist Stephane Fontaine talked about the creation of assets and materials, which would work well for a stylized video games.

13 January, 2017

8171 views
3d artist Christian Cunningham gave a detailed breakdown of his recent Unreal Engine 4 environment. He talked about the modeling of the environment assets, the creation of textures and post-effects.

1 December, 2016

6822 views
3d artist Timothy Dries experimented with foliage and lighting in UE4 and created this cool-looking Rainforest environment.

15 November, 2016

6194 views
3d artist Elliot Sharp talked about the way he uses Modo, Substance Designer and Quixel to build incredible virtual firearms.

4 August, 2016

3394 views
Umar Khan gave a detailed breakdown of his most recent personal project, based on the concept by Dan Brown. He talked about the production, creation of assets, materials and the whole composition of the scene in Unreal Engine 4.

16 May, 2016

2488 views
3d artist Andrew Weir talked about his experiments with stylised rendering in Unreal Engine 4. In this project he wanted to create a little level, which would look similar to The Witness and Firewatch.

9 May, 2016

7236 views
1 comments

4 May, 2016

5104 views
Character artist Svein Yngve Sandvik Antonsen gave a detailed look into his amazing series of great 3d models of the most iconic Diablo bosses.

3 May, 2016

2526 views
Former Rockstar Games technical content artist Ashley Thundercliffe talked about his way to approach high-quality environment creation. He talked about his approach to composition, production of unique assets and optimisation.

25 April, 2016

2592 views
3d artist David Lesperance from Valve talked about the main tasks of the environment artist.

12 April, 2016

8902 views
Rockley Bonner has been hard at work on his Darksiders inspired project for a while now. In this post he talks about his inspirations, the assets and the composition of the scene.

4 June, 2015

1723 views

10 May, 2015

996 views

10 May, 2015

900 views