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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…...
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…...
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…...
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)...
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,…...
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…...
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…...
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…...
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…...
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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