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foro3d. com > en > 2026 > mayo > metropolis-en-unreal-engine-4-el-reto-tecnico-de-suicide-squad. html

Metropolis in Unreal Engine Four: The Technical Challenge of Suicide Squad

7+ hour ago  (347+ words) Foro3 D The launch of Suicide Squad: Kill the Justice League has presented Rocksteady with a major technical challenge: maintaining the narrative quality of its previous titles within a massive open world. The engine used, Unreal Engine 4, is the foundation upon…...

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foro3d. com > en > 2026 > mayo > salt-and-sacrifice-evolucion-grafica-2d-con-monogame-y-photoshop. html

Salt and Sacrifice: Two-Dimensional Graphic Evolution with Mono Game and Photoshop

4+ hour, 56+ min ago  (123+ words) Foro3 D Salt and Sacrifice, the sequel to the acclaimed Salt and Sanctuary, represents a significant technical and artistic leap within independent development. Abandoning the previous engine, Ska Studios opted for Mono Game, an open-source framework that inherits the best of…...

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foro3d. com > en > 2026 > mayo > hibridacion-2d-y-3d-en-unity-el-caso-tecnico-de-limbus-company. html

Hybridization of 2 D and 3 D in Unity: The Technical Case of Limbus Company

8+ hour, 30+ min ago  (213+ words) Foro3 D Limbus Company, the latest title from Project Moon, demonstrates that dark aesthetics don't require AAA engines. Built on Unity, the game merges meticulously drawn 2 D sprites with real-time 3 D volumetric effects. This combination not only defines its visual identity…...

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foro3d. com > en > 2026 > mayo > mirthwood-en-unity-como-lograr-un-estilo-de-libro-de-cuentos-con-photo. html

Mirthwood in Unity: How to Achieve a Storybook Style with Photoshop

6+ hour, 47+ min ago  (45+ words) Foro3 D Art direction and optimization techniques in Unity " Lessons for indie developers seeking an artistic style " (PS: a game developer is someone who spends 1000 hours making a game that people complete in 2)...

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DIGITAL PRODUCTION
digitalproduction. com > 05/27/2026 > dreamworks-style-mesh-controls-land-in-maya

Dream Works style mesh controls land in Maya

1+ day, 21+ hour ago  (489+ words) TL; DR: mesh Controller is a C++ plug-in for Autodesk Maya that adds surface pinning, mesh-driven controls, and VP2 viewport tooling for character and facial rigging. mesh Controller is a free C++ plug-in for Autodesk Maya that focuses on surface pinning,…...

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foro3d. com > en > 2026 > mayo > el-pipeline-artistico-de-spongebob-the-cosmic-shake-en-unreal-engine-4. html

Sponge Bob: The Cosmic Shake Artistic Pipeline in Unreal Engine Four

1+ day, 11+ hour ago  (354+ words) Foro3 D The development of Sponge Bob Square Pants: The Cosmic Shake represents a fascinating case study on how to translate a classic 2 D aesthetic into an interactive 3 D environment. Using Unreal Engine 4 as a foundation, the team achieved a faithful…...

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foro3d. com > en > 2026 > mayo > el-pipeline-artistico-de-spiritfarer-animacion-2d-y-luz-dinamica-en-un. html

The artistic pipeline of Spiritfarer: 2 D animation and dynamic lighting in Unity

1+ day, 9+ hour ago  (262+ words) Foro3 D Spiritfarer, the acclaimed management and exploration title about death and farewell, conquered players not only with its emotional narrative but also with a visual style that looks like a moving painting. Behind this fairy-tale aesthetic lies a very specific…...

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foro3d. com > en > 2026 > mayo > el-truco-de-signalis-unity-blender-y-la-nostalgia-ps1. html

The Signalis trick: Unity, Blender and PS1 nostalgia

1+ day, 20+ hour ago  (161+ words) Foro3 D CRT filters and tips for replicating the style in Unity " The final finish of Signalis is achieved with post-processing filters. A CRT noise effect (scanlines) is applied to simulate horizontal scanning lines, along with subtle chromatic aberration that separates…...

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foro3d. com > en > 2026 > mayo > pipeline-tecnico-de-outer-wilds-maya-substance-y-photoshop-en-unity. html

Outer Wilds Technical Pipeline: Maya, Substance and Photoshop in Unity

1+ day, 23+ hour ago  (166+ words) Foro3 D Asset optimization for large-scale gravitational simulation " The biggest technical challenge was creating celestial bodies that looked detailed without sacrificing physics performance. In Maya, artists modeled planets with simplified geometry but with high-resolution normal maps generated in Substance Painter, allowing…...

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foro3d. com > en > 2026 > mayo > pipeline-25d-en-return-to-monkey-island-photoshop-blender-y-unity. html

Pipeline 2. 5 D in Return to Monkey Island: Photoshop, Blender and Unity

1+ day, 19+ hour ago  (139+ words) Foro3 D The workflow: from 2 D painting to 2. 5 D depth " Why the expressionist aesthetic works in Unity " The decision to use an expressionist and angular style was not merely aesthetic; it responds to a technical need of Unity. Modern game engines…...

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