Nils Arenz continues his vegetation studies in UE4 and speaks about creating dense grass for next-generation video games with minimal loss of performance.
Here’s a little look at the game, which never actually made it to retail.
Harry Alisavakis did a detailed breakdown of his Anime Laser Beam effect, talking about the creation of the beam, dust circles, charging sphere, and the use of particles.
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 what normal maps are and the process of baking them.
Koola is back with another stunning project in Unreal.
Check out this incredible shader that adapts to new shapes in no time.
A team of researchers from Intel Labs presented a new approach that can greatly upgrade the look of synthetic images.
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.
Steven Skidmore talked about the production of Procedural Rock Generation in Houdini and explained how he worked on the base meshes and textures for it.
- 1Tutorial: Procedural Rock/Mountain Shader in Blender
- 2Depth Sketching in Mental Canvas by Greg Edwards
- 3A Stunning 3D Recreation of Walter White From Breaking Bad
- 4Random Flow: A New Plugin for Blender
- 5HOUND 13 Shares Prototype Footage of Its Dark Fantasy RPG in Unreal
- 6AI Recreates Realistic Characters From Witcher & Walking Dead
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