Create Beautiful Realtime Renders Using the Xoliul Viewport Shader in 3ds Max

Oct 22nd in 3D Art, Autodesk 3Ds Max, Game Art, Lighting, Normal Maps, Rendering, Shaders by Laurens Corijn
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In this video tutorial, specifically made for game artists working with 3DS Max, Laurens Corijn will show you how to use his ever popular Xoliul viewport shader to display your work in realtime, and also how to set up fancy viewport effects such as shadows and SSAO. Apart from being a more correct way to display your videogame art than standard software rendering, this method is also much faster to set up and get your work looking good.

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Create a Rocky Video Game Terrain in Blender – Day 4

Oct 13th in 3D Art, Blender, Game Art, Gimp, Lighting, Normal Maps, Texturing by Roberto Roch
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In this series of tutorials you will learn how to create a finished environment for Blender’s Game Engine. The main focus will be on texturing and lighting, with the use of some custom 2d filters to enhance the result.

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Create a Rocky Video Game Terrain in Blender – Day 2

Sep 9th in Blender, Game Art, Normal Maps by Roberto Roch
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In this series of tutorials you will learn how to create a finished environment for Blender’s Game Engine. The main focus of the series will be texturing and lighting, with the use of some custom 2d filters to enhance the result.

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Create a Rocky Video Game Terrain in Blender – Day1

Sep 2nd in 3D Art, Blender, Game Art, Normal Maps by Roberto Roch
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In this series of tutorials you will learn how to create a finished environment for Blender’s Game Engine. The main focus of the series will be texturing and lighting, with the use of some custom 2d filters to enhance the result.

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How to Bake a Flawless Normal Map in 3ds Max

Aug 31st in 3D Art, Adobe Photoshop, Autodesk 3Ds Max, Game Art, Normal Maps, Texturing by Racer445
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In video games, resources are always on a tight budget. Normal mapping allows the artist to achieve the look of a highly detailed model, while still using a very low triangle count and relatively small texture sizes.

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Next-Gen Weapon Creation – Day 3: Unwrapping and Texture Baking

Aug 18th in 3D Art, Autodesk 3Ds Max, Game Art, Normal Maps, Shaders by Ben Bolton
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Creating weaponry effectively in a next-gen workflow requires detailed knowledge of a variety of very specific skills and tools. In the third tutorial of this knife creation series, we will examine UV mapping and baking, two highly complementary sciences.

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