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Media Molecule Teases an Update on Dreams Later This Month

Will our dreams come true?The Dreams beta test has come to a close, and while it’s had some hiccups along the way, it’s largely been a massive success. With almost 15,000 creations shared online, Media Molecule proved that its highly ambitious game works as intended, and that people will be able to make some astonishing things.The studio published a new blog post on its website recently. “Seeing all the amazing things in your heads spill out into the Dreamiverse has been a wild and exciting ride. While we don’t want that ride to stop, we do need to get back to making Dreams a reality and we still have some work left,” reads the post. Perhaps most interesting, however, is news of an update coming soon: “Of course, we don’t want to leave you in the dark, so look out for…

They don’t make them like they used to!

The saying “they don’t make them like they used to” is getting a whole new meaning when it comes to video games. Back in the day, games lacked all the flashy effects and graphics they have today so, in order to be successful, they had to offer their players something more than just visuals: actual atmosphere and insane amounts of fun. And they truly left a mark, as confirmed by the revival of some of the greatest retro gadgets like The C64, the PlayStation Classic Mini (complete with 20 PS1 games like Final Fantasy VII, Jumping Flash, Ridge Racer Type 4, Tekken 3, and Wild Arms), and many others. Today, ‘serious’ gaming divides people into two – maybe three – camps. First, there is the divide between PC gamers and console fans and second, there’s the divide between Xbox and PlayStation…

Crackdown is free, so you should really play Crackdown

Anyone who hasn’t had the pleasure of playing the original Crackdown can do so now at no price. In the lead-up to the launch of Crackdown 3, Microsoft has made 2009’s Crackdown free for everyone. It can be played on Xbox One through backward compatibility. Crackdown is one of those mindlessly enjoyable games that should be played at some point. It’s a lot of bounding across buildings and landing in a thick mob of armed enemies. It’s finding agility orb after agility orb because there are 500 of them. It’s the frustration of not being able to find the last few agility orbs. Looking back, it’s sort of incredible that the original Crackdown was never remastered during all those years we were waiting on Crackdown 3. Gussy up the visuals and add an orb map, and it’d fit in nicely among all the other…

Project Wingman, Ace Combat-inspired arcade flight game, looks stunning in latest VR gameplay footage

It’s been a while since our last look on Project Wingman; the arcade flight game that is powered by Unreal Engine 4 and is heavily inspired by the Ace Combat series. A couple of days ago, RB-D2 released a new gameplay video showing 10 minutes from its latest build in VR. In case you weren’t aware of, Project Wingman is an independently developed combat flight action game to be released on PC with an emphasis on fun and refined gameplay, true-to-its-roots inspirations, and an engaging single player experience. The game will feature fast-paced challenging gameplay and players will dogfight, strike, and fly through combat zones based off an alternate history of Earth. The final version will also come with 20 different aircraft and over 40 unique weapons, support for Virtual Reality headsets and extensive customizable controls. We strongly suggest watching the…

Destiny 2: VFX Production Tips

Mike Stavrides, Senior VFX artist at Bungie, gave a talk on VFX for games and the way he worked on incredible effects for Destiny 2. Introduction 80lv: Could you introduce yourself to us? Where do you come from, what do you do, what projects have you worked on? How did you get into VFX in general and end up in Bungie? My name is Mike Stavrides, and I am a Senior VFX artist at Bungie. I have been with Bungie for almost 6 years now, and have worked on every Destiny release. I have wanted to work in games since I was about 13 years old, and it took me a long time to reach that goal. My desire to create games mainly stems from my love of these games: Meridian 59, Ever Quest, Final Fantasy Tactics, Command and Conquer Red…

Setting Up Sea Creatures with ZBrush & UE4

Oscar Hallberg was kind enough to share a detailed breakdown of his character Vlod created with the help of ZBrush, Substance Painter & UE4. My name is Oscar Hallberg and I am currently working my way through the first year of the 3D Graphics program at Future Games in Stockholm, Sweden. I have been doing 3D for around 2.5 years with 1.5 of those focused on character art. I got into 3D-graphics through my previous projects as a music producer and immediately found myself spending more and more time with game art until I decided to pursue it full time, and that was probably the best decision I have made to date. Looking forward I hope to improve my art as much as possible in time for our internships later this year. Vlod – Harpooner of Sea Rok This is…

Crafting an Environment with Vue & World Machine

Christian Hecker talked about his 3D environment Journeys Of An Unknown Huntress made with Megascans, Vue, and World Machine. Introduction My name is Christian Hecker but most of my work can also be found under ‘Tigaer’. I’m from Nuremberg, Germany, and work as a freelancer. A look into my portfolio reveals that I’m quite a Sci-Fi fan, who strays into Fantasy every now and then. But my heart definitely leans more towards the realm of Sci-Fi or Futurism. So far I had the opportunity to do Cover Illustrations for all kinds of media as well as creating concept art, video workshops, and tutorials for magazines and books. The biggest project I’ve worked on was 3rd installment of the Galactic Civilizations series. I also had the chance to work on short story covers for a project initiated by the XPrize folks. …

Stylized Tiling Texture Workflow

Andrew Harrington showed how he produces stylized tiling textures with ZBrush, Photoshop, and Substance Painter. Introduction Ahoy-hoy everyone. I am Andrew Harrington and I am a Lead/Senior Environment Artist. Throughout my time in the industry, as I worked at many studios, I have been able to learn from and be influenced by hundreds of individuals. In the article, I hope to share some of my knowledge and my process of how I go about creating stylized environment textures. Specifically, I will be going step by step over my process of creating the following tiling texture. Blocking Out The first step I do when creating any environment tiling texture is to either draw it out in Photoshop or block it out using flat geo in Max or Maya. If I draw it out in Photoshop, I make sure that it tiles and then I…

Open-Source Render Manager from Sony & Google

Google Cloud and Sony have recently teamed up to work on OpenCue, a new open-source render manager for VFX and animation. It is stated that OpenCue is based on Cue 3, the internal queuing system developed at Sony Pictures Imageworks over the last 15 years. It is also said that the system has been scaled to over 150,000 cores shared between Sony’s own on-premise data center and Google Cloud Platform (GCP) for recent projects. Then, two teams decided that it should be open-sourced and renamed OpenCue. “Sony’s strong history of developing software tools has made this an ideal partnership,” pointed out Todd Prives, GCP product manager, media & entertainment, in a blog post announcing the OpenCue release. “Sony has developed and contributed to industry standard software packages such as OpenColorIO and Alembic, which are now critical pieces in the pipeline of hundreds of…

A Pack of Sci-Fi Panels

Eugene Apekin and Oleg Ushenok have released their new pack that will let you spend less time modeling and more time dealing with your ideas. This sci-fi pack was created in Fusion 360 and 3ds Max. Please note that models are saved in MAX, OBJ and FBX files for import. The pack features 14 – Sci-fi Panels. Reselling these assets is not allowed, but other than that they are free to use for private and commercial projects. You can learn more here. Get the pack for $6+ © a.sergeev for 80lvl, 2019. | Permalink | No comment | Add to del.icio.us Post tags: 3d art, 3DS Max, fusion 360, gamedev, indiedev Feed enhanced by Better Feed from Ozh

Art by the Students of Chao Dong & Cheng Xing

Here is one of the posts that are just about our love for art. We love everything extraordinary and intricate, and we love sharing with you. Take a look at some stunning WIP renders set up by talented students of one particular Chinese academy. The works here have been created during this course on characters by students of Chao Dong and Cheng Xing. Let’s check out the works. You can find more works here. Please share other wonderful works in the comments below. © a.sergeev for 80lvl, 2019. | Permalink | No comment | Add to del.icio.us Post tags: 3d art, gamedev, indiedev, render, ZBrush Feed enhanced by Better Feed from Ozh

Reimagining The Past of Hanamura from Overwatch

Sam Gao talked about his fan art environment based on Overwatch’s location Hanamura as well as painterly stylized art on the whole. Introduction Hello, My name is Sam Gao and I am from China/Australia. Currently, I reside in Sarasota, Florida, finishing my BFA in Game art and specializing in environment art. What attracted me into game development is the whole package of experiences. I enjoy almost every aspect of game art including character, VFX, sounds, and game design. Environment art is the combination of all these things and that’s why I am fascinated by it. Stylized Mountaintop Biome About The Project This project started as a cherry blossom themed environment with Mountain Fuji. Later, I transformed it into a Hanamura fanart because I was inspired by Overwatch’s interpretation of this classic imagery…

New Open-Source Denoiser by Intel

Intel has revealed a new open source image denoiser called Open Image Denoise which is available under an Apache 2.0 license. It is said to feature several “high-performance, high-quality denoising filters for images rendered with ray tracing.” “The purpose of Open Image Denoise is to provide an open, high-quality, efficient, and easy-to-use denoising library that allows one to significantly reduce rendering times in ray tracing based rendering applications. It filters out the Monte Carlo noise inherent to stochastic ray tracing methods like path tracing, reducing the amount of necessary samples per pixel by even multiple orders of magnitude (depending on the desired closeness to the ground truth),” states the description. The tool is said to be compatible with Intel 64 architecture based CPUs and compatible architectures. The tool is powerful enough not only for offline rendering but also for interactive ray tracing as…

Low Poly Art: The Beauty of Simplicity

Mohamed Chahin talked about low poly artworks and shared the way he approaches his miniatures made in Blender. Introduction To quickly introduce myself, I’m Mohamed Chahin, an Art Director/3D artist from Alexandria, Egypt. I do all kinds of visuals and I’ve worked on a bunch of game projects, Branding for a few companies and a lot of illustrations for different brands. My path into 3D production started when a friend of mine and I were checking some work online and saw Jona Dinges’s art. I started learning 3D software solutions, watching tutorials endlessly, trying 3ds Max, C4D and Blender. Once I got my first render I started posting projects like crazy. Those were projects about everything: cities, vehicles, forests, dragons etc. That’s when I started doing freelance projects being in the 3rd year of college. As for the projects I’ve worked on, I made a…

The Art of Lighting & Self-Education

Artyom Filippov shared his experience of attending the CGMA course The Art of Lighting and profound knowledge learned about self-development & self-education and working in the industry. Introduction Hi! My name is Artyom Filippov. For the last 2.5 years, I have been working as a Lead Level Designer and a Lighting Artist. Right now, at work, we are making a mobile game focusing on high-quality graphics. Consequently, the requirements for the art team are high, that is why I am always keen to learn new things and level-up. I realized that the more experience I accumulate, the less interesting educational content I can find. It’s getting harder to obtain new information from articles or videos. What’s curious, it relates both to free and paid content. It inspired me to enter the CGMA course The Art of Lighting under the guidance of…

Life Off the Grid, Part 2: Playing Ultima Underworld

[video src="https://www.filfre.net/wp-content/uploads/2019/01/UW1.mp4" poster="https://www.filfre.net/wp-content/uploads/2019/01/UW1.mp4"]I rarely play or even see current games; the demands of this historical project of mine simply don’t allow for it. Thankfully, though, being a virtual time traveler does have its advantages. Just when I’m starting to feel a little sorry for myself, having heard about some cool new release I just don’t have time for, I get to experience a game like Ultima Underworld the way a player from its own time would have seen it, and suddenly living in my bubble is worth it. It really is difficult to convey to non-time travelers just how amazing Ultima Underworld was back in March of 1992. To be able to move freely through a realistically rendered 3D space; to be able to walk up and down inclines, to jump over or into chasms, even to swim in underground streams……