2019-07-16 / Last updated : 2019-07-16 Tags：SIGGRAPH, Substance, UnrealEngine hanecci BlogGame graphics pick ups 2019/07 part0Many updates to the #SIGGRAPH2019 ray tracing roundup page: https://t.co/UW6AMLLnix – 44 events, with more to come, e.g., more booth talks. Particular thanks to people at Weta and others for creating & providing downloadable syllabuses for the three production-related courses.— Eric Haines (@pointinpolygon) July 12, 2019The new version of #UE4 (4.23) has Dual Exponential Height Fog which lets you have added control over fog in your level by adding a second tier of fog. It's pretty. pic.twitter.com/dkNEFbsT4H— Chris Murphy (@HighlySpammable) July 16, 2019Foliage doesn't have to just be static meshes anymore: in #UE4 4.23 you can now paint Actors as foliage. In this scene every tree is actually it's own Blueprint and will stay in place even if the environment it's been painted onto is moved. pic.twitter.com/pXatXOQgRG— Chris Murphy (@HighlySpammable) July 16, 2019.@STF_285 showed how he recreated a cinematic photo by Alex O’ Dowd in 3D using online resources and #Megascans:https://t.co/8Sw38kXlOO#gamedev #indiedev #3dart #quixelmixer #gamedesign #3dmodeling #rendering #maya #vray #photoshop #aftereffects pic.twitter.com/mGS0CHXNht— 80 LEVEL (@EightyLevel) July 14, 2019What happens when you combine the fluid dynamics from Sprinkle with stochastic transparency? This! pic.twitter.com/cb8bz9P1rc— Dennis Gustafsson (@tuxedolabs) June 25, 2019Ricardo Flores from @bioware discussed #animation production for @anthemgame – combining #Mocap & #Keyframe, linking movements, adding personality, and more:https://t.co/o9UBYyqCma#gamedev #3dart #gamedesign #3dmodeling #AnthemGame #anthem pic.twitter.com/IDoptFGqYd— 80 LEVEL (@EightyLevel) June 28, 2019A detailed analysis of the #rendering choices behind #APlagueTaleInnocence by @m0radin:https://t.co/VPNtpBZtKU#gamedev #indiedev #3dart #gamedesign #lighting #3dmodeling @APlagueTale pic.twitter.com/tIf0O8fAuG— 80 LEVEL (@EightyLevel) June 24, 2019Real-time human segmentation and pixelization with ARKit3. Protect your privacy😇#AR #ARKit #MadeWithUnity #iOS13 pic.twitter.com/5GGQBUaFax— Kitasenju Design (@kitasenjudesign) June 23, 2019There are several sections of the document “Physically Based Rendering in Filament” that I haven’t finished (or started) yet. Is there anything in particular you’d like me to cover first? https://t.co/VXUhelQ5aO— Romain Guy (@romainguy) July 2, 2019This sculpture looks like water suspended in the air pic.twitter.com/s5ydpHXiwr— Mashable (@mashable) July 6, 2019Filament 1.3.0 is available. The full changelog is here: https://t.co/CL9aObihz7Important: you will have to regenerate your IBLs with cmgen as we removed RGBM support. IBLs are now in R11G11B10 by default (stored in PNG files).— Romain Guy (@romainguy) July 3, 2019We will be looking for some experienced 3D artists in the near future (freelance/contractors). Hard surface/prop and environment artists in particular. PM's open for portfolio submissions etc. Or mail at : email@example.com#gamejobs #UnrealEngine #gameart #UE4 #gamedev pic.twitter.com/hdYUc7YxGR— Cubit Studios (@cubitstudios) July 6, 2019Our hackweek project on GPU based adaptative tessellation with @afrenchdutch @arthurdufay and Jonathan Dupuy (https://t.co/ceRb4GVwIH) pic.twitter.com/TlzkzQVoXa— Christophe (@g_truc) July 1, 2019Check out the detailed workflow with Substance when it comes to building the worlds of the highly anticipated #StarCitizen (and get some awesome terrain erosion tips & tricks!). – https://t.co/0krLx76gKv#gameart #openworld #SubstanceDesigner #SubstancePainter #MadeWithSubstance— Substance (@Substance3D) July 6, 2019If you want to render a cube without normals, uvs or anything, I really like the following hack: draw a 14-vertex triangle strip and use the following code in the VS. Really useful for decals, envprobe proxies, occludees, etc. I didn't come up with it: https://t.co/MTRC07BPF6 pic.twitter.com/rougQRqeAn— János Turánszki (@turanszkij) June 20, 2019 https://twitter.com/VideosUnusual/status/1147354360948711424?s=20Why is this the best creature reference out there?? https://t.co/73Enyl6cFe— millie gonzalez 🌱 (@millivette) July 6, 2019Torsten Hädrich discussed the paper Synthetic Silviculture: Multi-scale Modeling of Plant Ecosystems that focuses on procedural ecosystem generation:https://t.co/ltahrzRN9i#gamedev #indiedev #3dart #3dmodeling #rendering #SIGGRAPH2019 @siggraph pic.twitter.com/GahqQaZohW— 80 LEVEL (@EightyLevel) July 10, 2019Flow is all you need (aka, no GAN abused), for high-fidelity video inpainting! Glad to show our recent CVPR'19 work on deep video content manipulation. First piece of work done with talented CUHK students 🙂 PDF: https://t.co/p4Q1rvOaf5webpage: https://t.co/7rlltEzwTh pic.twitter.com/yYUApItV9R— Bolei Zhou (@zhoubolei) May 10, 2019#magicavoxel #voxelart pic.twitter.com/NqtvkuCTlG— Roku (@roku23182000) April 3, 2019twitterCategoriesBlogTagsSIGGRAPHSubstanceUnrealEngineLeave a Reply Cancel replyYour email address will not be published. Required fields are marked *CommentName * Email * Website Please enter an answer in digits:one × 5 = This site uses Akismet to reduce spam. Learn how your comment data is processed.