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Crafting A Detailed ‘Next-Gen Boiler’ – Part 4 UVMapping

Crafting A Detailed ‘Next-Gen Boiler’ – Part 4 UVMapping

This entry is part 4 of 3 in the series 'Next-Gen Boiler'

In this tutorial I’ll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The whole process will cover the Low poly Modeling, High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Finally we’ll be applying Xoliul’s shader in Maya for realtime rendering of the model.

Speedtree to UDK: Creating A Palm Tree In Speedtree And Importing It Into UDK

Speedtree to UDK: Creating A Palm Tree In Speedtree And Importing It Into UDK

In this tutorial Ankash Kallyat will cover the workflow of creating a great looking palm tree using SpeedTree and how to get it up and running in Unreal Development Kit (free). This is a great project for anyone interested in creating trees, plants or foliage for use in engine. Speedtree (included with UDK) features a unique and intuitive interface which allows you to quickly create various types of plant life using a very easy to understand node based system.

Crafting a Detailed ‘Next-Gen Boiler’ – Part 3

Crafting a Detailed ‘Next-Gen Boiler’ – Part 3

This entry is part 3 of 3 in the series 'Next-Gen Boiler'

In this tutorial I’ll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The whole process will cover the Low poly Modeling, High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Finally we’ll be applying Xoliul’s shader in Maya for realtime rendering of the model.

SpeedTree To UDK: The Complete Workflow, Part 2 Importing Into UDK

SpeedTree To UDK: The Complete Workflow, Part 2 Importing Into UDK

Due to the shear number of polygons often required to make believable 3D trees, creating realistic ones for use “in-game” can be a challenging, time consuming task. SpeedTree from IDV aims to change all that with it’s intuitive UI, ease of use and powerful toolset. Making believable trees and plants has literally never been easier!

In this new two part tutorial, artist Madhan Mohan will get you up to speed on working with the software, and show you how to not only create an great looking optimized Pine tree using SpeedTree, but how to get the model up and running inside of UDK as well. In part two Madhan will walk you through the process of exporting the completed model from SpeedTree and compiling it for use in UDK. Material setup, populating terrain and generating collision primitives are also covered in detail. Complete the project after the jump!

SpeedTree To UDK: The Complete Workflow, Part 1 Creating The Tree

SpeedTree To UDK: The Complete Workflow, Part 1 Creating The Tree

Due to the shear number of polygons often required to make believable 3D trees, creating realistic ones for use “in-game” can be a challenging, time consuming task. SpeedTree from IDV aims to change all that with it’s intuitive UI, ease of use and powerful toolset. Making believable trees and plants has literally never been easier!

In this new two part tutorial, artist Madhan Mohan will get you up to speed on working with the software, and show you how to not only create an great looking optimized Pine tree using SpeedTree, but how to get the model up and running inside of UDK as well. In part one Madhan will give you an in-depth look at the many parameters that make up the Speedtree interface, and walk you through the process of creating your first tree model.

Modeling, UVmapping And Texturing A Low Poly T-Rex In Blender, Part 2

Modeling, UVmapping And Texturing A Low Poly T-Rex In Blender, Part 2

This entry is part 2 of 2 in the series Low Poly T-Rex In Blender

We’re back with part 2 of Karan Shah’s awesome tutorial on creating a low-poly T-Rex using Blender and Gimp. In the second part you’ll learn how to Unwrap your model using Blender’s built-in UV Mapping tools, bake an Ambient Occlusion map and finally how to create textures for your T-Rex using Gimp (or your image editing software of choice.) Click through to get started!

Modeling, UVmapping And Texturing A Low Poly T-Rex In Blender, Part 1

Modeling, UVmapping And Texturing A Low Poly T-Rex In Blender, Part 1

This entry is part 1 of 2 in the series Low Poly T-Rex In Blender

In the first tutorial of 2012 you’ll learn how to create an awesome low-poly dinosaur using Blender and Gimp. In today’s post artist Karan Shah will walk you through the entire modeling process step by step, and show you how to create an optimized model suitable for use in any game engine.

We’ll follow things up later this week with part two, where we’ll delve into Uvmapping and creating unique hand painted textures. Though this tutorial is made using Blender, the modeling work-flow is universal in approach and can easily be applied to any other software. So get started after the jump!

Quick Tip: Optimizing Textures In Unreal Development Kit

Quick Tip: Optimizing Textures In Unreal Development Kit

In today’s quick tip, new author Ankash Kallyat will discuss optimizing textures in Unreal Development Kit and some of the key things to remember when importing textures into UDK. We’ll look at a few ways to save memory by extracting Specular maps from Diffuse maps, as well as working with LOD settings to optimize game play.

Crafting a Detailed ‘Next-Gen Boiler’ – Part 2

Crafting a Detailed ‘Next-Gen Boiler’ – Part 2

This entry is part 2 of 3 in the series 'Next-Gen Boiler'

In this tutorial I’ll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The whole process will cover the Low poly Modeling, High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Finally we’ll be applying Xoliul’s shader in Maya for realtime rendering of the model.

CryENGINE 3 Cookbook Sample Chapter: How To Create A New Vehicle In CryENGINE 3

CryENGINE 3 Cookbook Sample Chapter: How To Create A New Vehicle In CryENGINE 3

Today we’re continuing our CryENGINE 3 Cookbook giveaway, and giving you a chance to get a sneak peak at some of the content this amazing book has to offer. Below you’ll find the third and final sample chapter we’ll be publishing from the book. If you haven’t already entered for your chance to win a copy, find out how after the jump!

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