In part 5 of our tutorial series on how to make a Toon Shader in Blender, David will share tips on how to improve the shadows on your model!
https://t.co/hdqNBwiV2m
#b3d#blender#bnpr#3D#animation#characterdesign
The 343 Industries Audio Team takes you behind-the-scenes as they capture vehicle sounds for Halo Infinite. See these clips as they're released by following @Halo on Instagram! https://t.co/HLIQoHog5Y
I've recently been experimenting with creating clouds in Unity. If you're interested, I've made a video about my process so far: https://t.co/ElxaBANySq
#procgen#madewithunity#unity3d
@Oreega001 Imagine watching an Indian guy 's tutorial and surprise... He doesn't have an accent.
That'll be the biggest let down ever.
#indian#programmer#tutorial
Engine programmer Luke Mamacos (@LukeMamacos) outlines a technique on his blog for rendering hundreds of dynamic shadowmaps using a compute-shader accelerated modification of the ManyLODs algorithm https://t.co/mr1yQQcWJ9
If you are looking for some to code to get you into DXR-raytracing I recommend @acmarrs's IntroToDXR https://t.co/obUL7ceQw5. Few dependencies, no abstractions, very self-documenting and easy to understand code.
Job:
Computer Graphics Programmer.
Required Skills:
being good at transposing matrices, flipping signs, dividing/multiplying by pi, swapping x with y, and maybe y with z, until it all works somehow.
I have been working on a normal map editor for the past couple of months and mostly satisfied with what I was able to achieve. (A lot more work to do though)
https://t.co/WhmikAELqq
The normal maps are generated from height map data.
#gamedev#vfx#programmer#opensource
Electricity accounts for just 25% of greenhouse gas emissions. We need breakthroughs in five key areas to prevent the worst climate-change scenarios: https://t.co/vPalC2h56X
Technical artist Ryan Brucks explores octahedral impostors as a dynamic LOD optimization for Fortnite trees and provides a reference implementation for UE4 https://t.co/gQnj4cou37