Mije :D retweeted
Join us for our upcoming webinar and learn more about real-time path tracing in @UnrealEngine 5 using ReSTIR.
Register now.
#UnrealEngine5
#GameDev
Mije :D retweeted
Behold the scale of this 1:1 replica of Mt Taranaki that combines the accuracy of real-world geospatial data with the real-time rendering power of UE5 ⛰️
The creator @1mmerse_studio is turning the project into a first-person experience with dynamic real-time interactivity.
Mije :D retweeted
O, death...
New art ! #EldenRing
Mije :D retweeted
Maliketh
#EldenRing
So, how its going for you on dlc fellas ? ( no spoil pls )
Mije :D retweeted
One of the best things I've ever done is give away 18GB of my reference pictures from all over the world for free.
Totally free for studies, photo-bashing, professional work, etc. with no attribution required.
Get it here: Reference.Pictures/Free-Mega…
Mije :D retweeted
Remember that time Melina offered you an accord?
Check out the latest trailer "The Journey So Far":
spr.ly/60115c42S
Mije :D retweeted
Using a single image as the plate is a great way to put together a scene without drawing out perspective lines.
Mije :D retweeted
Everyone knows that in animation, notes are key. Here's a comprehensive thread of everything wrong with this goddamn abomination (see below.)
Mije :D retweeted
🎓Learn how to create a powerful Worn Leather smart material in a matter of seconds in my latest video series (AAA) Pro Tips!
This smart material can be used on virtually any 3D asset.
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In this video, the steps are as follows:
1. Create a fill layer with a black mask applied.
Inside its mask paint a simple pill shape and use a blur slope filter to introduce some random shapes. Apply a marble veins fill layer on top with its blending mode set to color burn. Apply a warp filter as well to introduce some randomness followed by an anchorpoint.
2. Create another fill layer using the same technique to apply some dirt in the crevices of the wear.
3. Next, Inside the main fill layer apply a tiling raw leather texture to its Color and roughness channel
4. Create an additional fill layer up top and apply a black mask to it.Inside this mask retrieve the anchorpoint information followed by a blur filter with a value of 6. Use a levels to increase the spread of the mask. Apply another marble veins matching the values of the marble veins fill layer that we previously added and set its blending mode to multiply. Lastly retrieve the anchorpoint information from the previous fill layer again but this time set its blending mode to subtract. This fill layers properties should have a dark diffuse color and a matte roughness.
5. Add another fill layer with a bright diffuse and height properties with a black mask applied to it. Inside its mask retrieve the anchorpoint information again followed by a blur slope. Apply the anchorpoint information again but this time set its blending mode to subtract.
Now we have a worn leather effect wherever we paint using the paint layer created inside the callout mask!
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More AAA Game Dev Tips can be found on my YouTube channel here: lnkd.in/gWbnmb2p
Stay tuned for more weekly Tips!
Happy Texturing!💚
#gamedev #gameart #3dmodeling #3dartist #texturing #UE5 #unity #artstation
Mije :D retweeted
In time, all shall thread their way through the Realm of Shadow.
The release schedule of #ELDENRING Shadow of the Erdtree is now available.
Mije :D retweeted
Yaroslav Lohvinov showcased the most realistic 3D motorcycle model you've ever seen, made using Blender, ZBrush, Substance 3D, and Marmoset Toolbag.
More renders here: 80.lv/articles/the-most-deta…
#3dart #blender3d #b3d #zbrush #substance3d #marmosettoolbag #megascans #realistic




































