See the announcement from Unity here:
Once we covered texture photography last month, the obvious next step was to take those photos into a game engine for use.
This time around, we cover:
Now that we've covered some uses of textures with 3D modeling, we're going to dive into how to make those textures better, and how you can create them yourself. While using photo libraries can be a huge timesaver, sometimes you just can't find the texture you need. This multi-part guide will take the first steps to get you started.
- Creating Realistic Photo Textures for Games - Intro
- Creating Realistic Photo Textures For Games - Part 1: Photography Basics
- Creating Realistic Photo Textures For Games - Part 2: What Makes a Good Photo Texture?
- Creating Realistic Photo Textures For Games - Part 3: Techniques and Tricks for Taking Texture Photos
We're not quite done with our tutorial series on 3ds Max, it's time to dive in on UV mapping techniques.
Next month, we'll be looking at some other workflows to get you going in game development.
The SketchUp to 3ds Max workflow series continues, and this month we're focusing on the Max side of the equation.
I've posted another series of tutorials for you to check out, focusing on the combination of SketchUp and 3ds Max to make realistic scenes together. Take a look and let me know what you think!
Yet another piece of the 3D modeling puzzle, we'll be covering 3ds Max in the next few weeks, as part of the ongoing primer for new 3D artists.
We previously covered the basics in SketchUp, and now it's time to put that knowledge to use.
This week brings a new series of SketchUp tutorials which will culminate in taking our finished product into 3DS Max for photorealistic rendering.
We've previously covered using SketchUp as a way to dive in to 3D modeling, but we're going to take a bit to step back and look at the basics.
In part 1, we cover the basics of what makes up a 3D model in computer graphics and gaming.
In part 2, we go a bit more in-depth, discussing the concepts we'll need to create actual game content, and how to create some of the effects used by today's cutting-edge games.
In its heyday, the original XCOM for PC was considered one of the finest games of all time, and well-known for causing late-night (or, frequently, past dawn) gaming sessions.
Firaxis has made a fresh attempt to revitalize the franchise, not as other failed efforts attempted in the past, trying to create a new genre, but actually bring the gameplay of the original into the modern world, applying lessons in game design we've learned over the years.
Let's take a look and see how this modern adaptation holds up.