The Odyssey IMAX 70MM/PLF showtimes are up at https://t.co/ROQTI2akwa, this site is the portal to all theater chains from Google. Tickets go on sale tomorrow, June 4 @ 9am PST/12pm EST. #ChristopherNolan#TheOdyssey#IMAX#ShotEntirelyWithIMAXFilmCameras
https://t.co/iGepvZnVoU
Generally, your textures will work better if they don’t stand out apart from each other as too bright or too dark.
Instead are more cohesive.
You then able to have more controllable lighting.
Check Base Color only view. Not always the case but generally this will help you.
With #UnrealEngine 5.8, we get more procedural vegetation support to finally create things not only from scratch, but use other trees as a base if we want. Which is what this is.
I think this will be a fun tutorial to make for this Sunday. What do you guys think? 😉
It won't be super super in depth, since it's just preview and there's quite a bit of crashing and whatnot. But to get yourself familiar with some basics, I think it'll be good.
You can check it out on the youtube channel once it's out for free as always: https://t.co/A7j42VHo62
The CEO of Take-Two, the company behind GTA, just said something the entire AI industry doesn't want to hear.
And he said it without being anti-AI.
Strauss Zelnick's argument is precise. AI is built on datasets. Datasets are backward-looking. Creativity is forward-looking. A model trained on everything that already exists cannot, by definition, produce something genuinely unexpected. And all hits, by their very nature, are unexpected.
Asset creation and hit creation are not the same thing. AI is getting very good at the first one. The second one is what actually makes money, builds franchises, and changes culture. Nobody has shown AI can do that yet.
The derivative property problem is real. You can clone GTA with existing technology. You could do it before AI. It would take 3 years and look identical. It still wouldn't sell. Because it isn't GTA. It's a clone of GTA.
And consumers, despite what the industry occasionally pretends, can feel the difference between something genuinely new and something assembled from the residue of things that already worked.
Thousands of mobile games ship every year. 0 to 5 hits get made. The same studios make them every time. The technology to make more games has been commoditized for years. It didn't democratize hit creation. It just flooded the market with more forgettable product.
The Silicon Valley thesis that AI unlocks game creation for everyone is true in the same way that cheap cameras unlocked filmmaking for everyone. They did. And the same 5 studios still make the movies everyone watches.
What Zelnick is saying, without quite saying it, is that the thing AI cannot replicate is taste. The instinct for what hasn't been done yet. The cultural antenna that detects the gap in the market before the data can see it.
Data tells you what people wanted. Hits tell people what they want next.
Those are different jobs.
Unreal Engine 5.8 preview is live, introducing Mesh Terrain, updates to Procedural Content Generation, the Procedural Vegetation Editor, MetaHumans, and much more.
Download: https://t.co/YsO6pRkmTx
Video by @DylserX
The Mineru’s Construct amiibo arrives Sept. 17!
This amiibo features articulated arms that you can pose. Tap it in-game in The Legend of #Zelda: Tears of the Kingdom to receive a unique design for Link’s paraglider.