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  • Internet Is Getting Drowned by Studio Ghibli-Style AI Image Trend
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    OpenAI has released a new version of ChatGPT, featuring its most fine-tuned image generator yet, and social media has suddenly seen the power of Studio Ghibli anew when it was filled with pictures in the style of the famous company.Memes, political figures, or just family photos: AI is transforming everything in this new trend.Jumping on the bandwagon, OpenAIs CEO Sam Altman replaced his X/Twitter profile image with a Ghibli-like portrait.>be me>grind for a decade trying to help make superintelligence to cure cancer or whatever>mostly no one cares for first 7.5 years, then for 2.5 years everyone hates you for everything>wake up one day to hundreds of messages: look i made you into a twink ghibli style haha,' he said.You could argue its all fun and games, but I doubt Hayao Miyazaki is happy about his hand-made art being used to train AI.Miyazaki spent his entire life building one of the most expansive and imaginative bodies of work, all so you could rip it off and use it as a filter for your vacation photos, said filmmaker Robbie Shilstone. I cant think of a worse artist to do it to as well. He is notorious for his attention to detail, his painstaking revisions, his uncompromising dedication to his craft. Now its just viewed as content its a real shame.Many years ago, Miyazaki did voice his view on AI and what it can do: I feel like we are nearing the end of times. We humans are losing faith in ourselves, he said after a team of developers showed him their AI creation that could generate creepy, unnatural movements.Whoever creates this stuff has no idea what pain is whatsoever. I am utterly disgusted. If you really want to make creepy stuff, you can go ahead and do it. I would never wish to incorporate this technology into my work at all, he added. I strongly feel that this is an insult to life itself.Its not clear to me if he is disgusted by the unpleasant animation or AI itself, but I wonder what he thinks about the new Ghibli trend.Join our 80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Internet Is Getting Drowned by Studio Ghibli-Style AI Image Trend appeared first on CG SHARES.
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  • Take a Look at This Highly Detailed Wings Rig Made for a Movie
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    Senior 3D Rigging Artist Farid M. Panah unveiled this demo showing the creation of a detailed rig of a birds wings, created for the Indian feature film Aghathiyaa.The film was created in collaboration with Alzahra Studio, which works in VFX and animation. The artist created the rigs, including the angel-style wings rig. Farid M. Panah masterfully animated the huge wings, creating a highly detailed Maya rig that allows for depicting subtle vibrations and full-flight animations. The artist shared that due to built-in automation, most animations can be done with just a few key controllers despite having many controls.The wings rig features automated wing movement for natural poses, modular controls for fine-tuning adjustments, and allows for realistic feather dynamics for added detail. It can be seamlessly integrated with character body motion and is suitable for use in heavy scenes due to optimization.The movie featuring the wing animation, Aghathiyaa, follows the story of several entrepreneurs exploring the dark history of a mansion while attempting to transform it into a haunted house for profit. The Alzahra Studio recently shared a VFX breakdown:Dont forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Take a Look at This Highly Detailed Wings Rig Made for a Movie appeared first on CG SHARES.
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  • Rest Assured, Space Marine 2 Wont Be Abandoned Due To Its Sequel
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    Saber InteractiveThe continuation of a beloved franchise is undoubtedly great news for the community, but it does not seem completely so in the case of Warhammer 40,000: Space Marine. The announcement of the development of a sequel, Space Marine 3, just six months after the release of the second installment has some side effects fans worry that support for Space Marine 2 might be decreasing.The sentiment is so strong among the community to the extent that the developer issued an update to assure the fans, making it crystal clear that Space Marine 2s development is far from being ended:So let us set the record straight: Space Marine 3 does not mean the end of Space Marine 2s development. Far from it. No teams are shifting over, no one is abandoning the game, and our plans to bring more awesome content to Space Marine 2 remain.The rest of the announcement details the most anticipated update for Space Marine 2, Patch 7.0, which is coming in mid-April. This update, known as the Trygon Update, will bring new DLC content, including the Space Wolves Chapter Pack and the Imperial Fists Champion Pack. It also brings a new PvE map, Exfiltration, featuring the terrible Trygon as a boss enemy.Theyre also working on bringing lots more new content and surprises in the upcoming months, including a new class, more operations, melee weapons, and more. Its also teased that surprises that are not even spotted by dataminers are waiting.Read the full update here and dont forget tojoin our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Rest Assured, Space Marine 2 Wont Be Abandoned Due To Its Sequel appeared first on CG SHARES.
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  • Rest Assured, Space Marine 2 Won't Be Abandoned Due To Its Sequel The continuation of a beloved franchise is undoubtedly great news for the community,...
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    Rest Assured, Space Marine 2 Won't Be Abandoned Due To Its SequelThe continuation of a beloved franchise is undoubtedly great news for the community, but it does not seem completely so in the case of Warhammer 40,000: Space Marine. The announcement of the development of a sequel, Space Marine 3, just six months after the release of the second installment has some side effects fans worry that support for @SpaceMarine 2 might be decreasing.The sentiment is so strong among the community to the extent that the developer issued an update to assure the fans, making it crystal clear that Space Marine 2's development is far from being ended:"So let us set the record straight: Space Marine 3 does not mean the end of Space Marine 2's development. Far from it. No teams are shifting over, no one is abandoning the game, and our plans to bring more awesome content to Space Marine 2 remain."The rest of the announcement details the most anticipated update for Space Marine 2, Patch 7.0, which is coming in mid-April. This update, known as the Trygon Update, will bring new DLC content, including the Space Wolves Chapter Pack and the Imperial Fists Champion Pack. It also brings a new PvE map, Exfiltration, featuring the terrible Trygon as a boss enemy.They're also working on bringing lots more new content and surprises in the upcoming months, including "a new class, more operations, melee weapons, and more." It's also teased that surprises that are not even spotted by dataminers are waiting.
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  • Enjoy this satisfying showcase of the stunning Marshlands biome from the highly anticipated PvE action-horror game @BlightSurvival. Wishlist: https://...
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    Enjoy this satisfying showcase of the stunning Marshlands biome from the highly anticipated PvE action-horror game @BlightSurvival.Wishlist: https://80.lv/articles/have-a-look-at-the-marshlands-biome-in-blight-survival/
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  • Tencent Now Owns 25% of the Assassins Creed & Far Cry Franchises
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    Confirming earlier insider reports about Ubisofts plans to navigate its financial troubles by using its most valuable game series to form an entirely new business entity, the struggling studio has now officially announced the creation of a dedicated subsidiary centered on the Assassins Creed, Far Cry, and Tom Clancys Rainbow Six franchises, with Chinese tech giant Tencent acting as its minority shareholder with a 25% stake.UbisoftIn the first page of its official statement shared with the public, Ubisoft describes the formation of the new entity as a rapid evolution of its operational model, stating that the new subsidiary will focus on building game ecosystems designed to become truly evergreen and multi-platform.With a valuation of 4 billion implying an average sales multiple of around 4x for FY23-FY25E the company will receive a 1.16 billion ($1.25 billion) cash injection from Tencent, which will hold a 25% minority stake in the new entity. Ubisoft CEO Yves Guillemot stated that the subsidiarys creation, with Tencent as a minority shareholder, is intended to spearhead development for three of the companys most valuable IPs and crystallize the value of our assets, ultimately providing, according to Guillemot, the best conditions for the game series long-term growth.The second page, on the other hand, is noticeably lighter on corporate jargon aimed at reassuring investors, instead offering straightforward details about the deal without the embellishments written, presumably, by the PR department.According to this section, the new subsidiary will encompass teams working on the Tom Clancys Rainbow Six, Assassins Creed, and Far Cry franchises, with studios located in Montral, Quebec, Sherbrooke, Saguenay, Barcelona, and Sofia. It will also include the back catalog, along with any ongoing or future game developments within these franchises.Notably, the new entity will not outright own the aforementioned brand trio, and instead, Ubisoft will provide it with a worldwide, exclusive, irrevocable, perpetual license in respect of the intellectual property and similar proprietary rights owned or licensable by Ubisoft concerning the IPs in question in exchange for a royalty.Regarding Tencents role in the new venture, the companys investment would grant it minority protection veto rights, along with certain consent rights regarding the disposal of key assets of the new subsidiary. Additionally, a 5-year lock-up would apply to the shares of the new subsidiary held by Tencent, with Ubisoft retaining exclusive control and consolidation of the new subsidiary, at least for the time being.Apparently, that could potentially change in the future, as the statement explicitly reveals that after a 2-year period, Ubisoft may no longer hold a majority of the new subsidiarys voting rights and share capital, ultimately implying that, going forward, the studio might lose all influence over the direction of three of its most important game series. This one clause outlined in the announcement makes the entire deal appear to be nothing more than a Hail Mary, designed exclusively to secure short-term investment at the expense of the franchises, rather than ensuring the game series long-term growth, as stated by Guillemot.The internal email shared by Chief Studios and Portfolio Officer Marie-Sophie de Waubert with Ubisoft employees, obtained by Insider Gaming, also fails to inspire much confidence, hinting at an upcoming reorganization within the studio in the weeks and months ahead, which could lead to massive layoffs and project cancellations, similar to Embracer Groups decision to eliminate 1,400 employees and shut down 42 games as part of its restructuring.Interestingly, the news that one could summarize as in two years, Ubisoft may lose all say in how Tom Clancys Rainbow Six, Assassins Creed, and Far Cry are handled comes on the heels of Assassins Creed Shadows supposed success, with over 3 million players having allegedly already tried the game and Shadows generating the second-highest Day 1 sales revenue in the franchises history.While a sizeable portion of the gaming community has repeatedly asked Ubisoft to disclose the metric that actually matters sales numbers rather than the vague players reached, at least we now have one potential reason why the troubled studio has been so evasive in its announcements and ignored this request to secure a valuation of 4 billion and not less. Could that be the actual reason? Only Ubisoft knows, and Ubisoft, as usual, isnt telling.Dont forget to join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Tencent Now Owns 25% of the Assassins Creed & Far Cry Franchises appeared first on CG SHARES.
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  • Have A Look At The Marshlands Biome In Blight: Survival
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    The latest in-game footage from the highly anticipated PvE action-horror game Blight: Survival leads us into the heart of the Marshlands biome, which started to take shape after a few months of development.Thanks to the amazing work of Senior 3D Artist Briac, who beautifully captured the vision and brought it to life, along with the talented audio work by Ian, the Audio Director, we can now experience this satisfying showcase of the stunning area soaked in mysterious fog:An earlier footage has a lower camera angle, giving us a sneak peek at the same area from day to night:If there is a nomination for the most anticipated games, this upcoming game from Haenir Studio, set in a brutal medieval world powered by Unreal Engine 5, will definitely be included. As days passed by, this project that started with two passionate developers and was joined by a dozen full-time professionals, as well as partnered with the developer Dead by Daylight Behaviour Interactive, has grown to be more exciting.As usual, this showcase has made fans more eager to know the release window, one that the team said still needs a bit of time to reveal. But this also means that there will be multiple playtest opportunities along the way. Blight: Survival will be released for PC and console on PlayStation 5 and Xbox. To stay updated, join the games Discord channel, where sneak peeks are shared and monthly suggestion contests are held. Dontforget to wishlist the game on Steam.Also, join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Have A Look At The Marshlands Biome In Blight: Survival appeared first on CG SHARES.
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  • It seems that in two years, Ubisoft might lose all influence over the direction of three of its most valuable game series. The formation of the new en...
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    It seems that in two years, Ubisoft might lose all influence over the direction of three of its most valuable game series.The formation of the new entity, with Tencent holding a 25% stake, appears to be a desperate attempt to secure short-term investment:https://80.lv/articles/tencent-now-owns-25-of-the-assassin-s-creed-far-cry-franchises/
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  • Ex-Skyrim Dev Said Creative Freedom Shaped Beloved Moments of the Game In a recent interview at this year's GDC, ex-Bethesda Developer Nate Purkeypile...
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    Ex-Skyrim Dev Said Creative Freedom Shaped Beloved Moments of the GameIn a recent interview at this year's GDC, ex-Bethesda Developer Nate Purkeypile, who contributed to the creation of Skyrim as a Senior World Artist and Lighting Artist, shared insights into the studio's development approach for the iconic 2011 RPG that was characterized by the team's freedom and flexibility during production.The developer shared (via PC Gamer) that the developers were given significant creative freedom and recalled the building of the city of Blackreach, which wasn't part of the original schedule: "We had quite a bit of freedom to do stuff. The one that people know about was Blackreach That was not on schedule at all. Like we just kind of did that on the side and put it in."Purkeypile also revealed that Skyrim's werewolves started off as a rough concept but were eventually transformed into something more visually impressive through the voluntary efforts of individual developers. "That was a whole side-project from somebody. Originally, it was just dudes with dog heads, and someone took it upon themselves to make it awesome," he said.The creator summed up that it was this flexible and non-restrictive approach that led to appearance of the game's many beloved features. "A lot of the great stuff within Skyrim came from having that freedom to do what you want, as opposed to a game with this whole 'checklist design' and 'design by committee,'" Purkeypile noted.
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  • Breakdown: Underwater Explosion Effect In Houdini
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    Matthieu Pujol, a professional with over 10 years of experience in the industry, whose work weve featured multiple times on 80 Level, has released a new tutorial that offers an in-depth exploration of the Underwater Bomb project made with Houdini and Arnold.In this comprehensive breakdown, Matthieu will guide you through the process of creating an underwater explosion effect. Across 16 lessons and over 2 hours of content, hell dive into each element of the final render, sharing the mindset and techniques required to craft impactful explosion effects.Upon enrollment, youll gain immediate access to the materials and files. This tutorial is ideal for intermediate-level artists.Take your VFX skills to the next level and enroll here. Also, join our80 Level Talent platformand ournew Discord server, follow us on Instagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Breakdown: Underwater Explosion Effect In Houdini appeared first on CG SHARES.
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  • Capture a Fully Rigged 3D Head Scan with Just Your Phone
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    Creating high-quality 3D face scans is a tough process requiring expensive equipment and technical knowledge. However, it doesnt have to be this hard: Copresence offers photorealistic 3D scans for free for a limited time. The best part is you can achieve amazing results with just your smartphone in only five minutes.Advancing 3D Scanning TechnologyCopresence spent years on research and development to finally introduce their tool that lets you produce high-fidelity digital human scans using only a phone. The resulting 3D head scans are textured, fully rigged, and include strand-based hair; its an essential asset for game developers and 3D artists.You can use this face scan app to scan people and either download the assets in popular formats such as Blender, GLTF, Metahuman, and Alembic for hair or work with the Copresence team to integrate the technology directly into your games, applications, and character systems. This allows players to scan themselves and play as their own digital avatars.How It WorksYou can scan yourself using the Copresence iPhone app easily, thanks to its straightforward processes. When completed, the scan is turned into a fully rigged 3D model that includes detailed textures, a rig, blendshapes, and hair strands.Each scan includes:Production-ready mesh topology and UV map, consistent across all head scansFACS blendshapes, compatible with iOS ARKit and Meta Movement SDKRig for neck and eye movementMultiple texture maps, including diffuse, specular, cavity, normal, and subsurfacePersonalized strand-based hairstyleAvailable in multiple formats, including Blender, GLTF, MetaHuman, and Alembic for hairIntegration with MetaHumanLooking to create a MetaHuman version of yourself? Copresence offers a streamlined workflow:Scan yourself: Download the Copresence app from the App Store, create an account, and follow the guided scanning instructions.Download your scan:Access your 3D model from the Copresence platform.Import into Unreal Engine: Use the Copresence MetaHuman plugin for seamless integration.A Game-Changer for 3D Content CreationThe ability to generate realistic 3D human models with a phone that Copresence offers opens new opportunities for digital content creators. You can now bypass the traditional barriers of expensive photogrammetry studios, software, and manual clean-up, making high-quality 3D avatar generation and 3D character creation more accessible than ever.If you are eager to explore this technology, Copresence is currently offering free trials. Visit Copresences website or download the app from the App Store to get started.Source link The post Capture a Fully Rigged 3D Head Scan with Just Your Phone appeared first on CG SHARES.
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  • Have a Look at This Detailed 3D Recreation of Popeye the Sailor Heroes
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    Take a look at this playful recreation of Popeye the Sailor and Olive Oyl made with 3ds Max by renowned 3D Artist Gal Yosef, known for his detailed and stylized 3D reimaginings of classic cartoon and pop culture characters.The 3D portrait, titled Its All About Money, Muscles And Love?, features a high-level artistic style reminiscent of animated movies, skillfully combined with realistic texturing. The artist masterfully recreated the textures of leather, jeans, metal, and fabric, as well as showcased expertise in 3D modeling.Before, the artist told us about the Stealing The Show project, in which he combined Betty Boop and Mona Lisa, explaining the retopology and texturing behind this mix of two iconic stars.Gal Yosef also showcased a 3D take on the Powerpuff Girls made with Maya, 3ds Max, ZBrush, and Substance 3D Painter:Check out other outstanding artwork created by the artist:Visit Gal Yosefs ArtStation page anddont forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Have a Look at This Detailed 3D Recreation of Popeye the Sailor Heroes appeared first on CG SHARES.
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  • Free Centralized Library Of Useful Gameplay Ability System Tasks In UE5
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    Epic GamesIf youve worked with Unreal Engine 5s Gameplay Ability System, chances are youve created numerous custom AbilityTasks for various projects, often redoing work that someone else has already done. Mohamed Ahmed Elbeskeri decided to tackle this issue by assembling a collection of UGameplayTask-based ability tasks for the GAS in the form of a free, open-source plug-in.GAS Ability Task Registry is designed to gather commonly used or useful custom AbilityTasks, minimize redundancy across GAS-based projects, offer a structured format for seamless integration, and enable the community to share and contribute tasks. Eventually, it will be released on FAB.Mohamed announced that GAS Ability Task Registry already features a few tasks, and hes inviting anyone who has created a custom task to contribute theirs. Hell take care of the cleanup and ensure everything stays organized, so theres no pressure to make it perfect, just share what you have.Feel free to leave your thoughts and suggestions under this Reddit post, and try out GAS Ability Task Registry on GitHub. Dont forget to join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads, where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Free Centralized Library Of Useful Gameplay Ability System Tasks In UE5 appeared first on CG SHARES.
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  • Create a Realistic Sci-Fi City Using Maya with This Course
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    If you wish to master your skills in 3D art, take a look at this course offering an in-depth journey through the entire process of building a large-scale 3D city completely from scratch, titled Realistic Sci-Fi City Creation: ORIS CITY.In the course, you will create realistic sci-fi urban environments using Maya, ZBrush, Substance 3D Painter, Marvelous Designer, Nuke, and Photoshop. The project features over 140 hours of video content and project files, which include the final scene with all models, textures, and lights, as well as reference images used and Kitbash models.The tutorial will walk you through the entire pipeline of creating atmospheric cityscapes, covering blockout, modeling, texturing, lighting, and rendering. You will learn various types of modeling, such as SubD, polygonal, modeling using curves, booleans, etc., as well as how to use proper ACES workflow in Vray 5 for Maya and how to texture assets in Substance 3D Painter using UDIM workflow, and more.The Lecturer is Darko Mitev, a Senior Generalist Artist with 11 years of experience in the CG industry, including VFX, Commercials, Feature Film, TV Show Animation, Game Cinematics, VR, and more. The artist is currently working as a Lead Character Modeler in Brown Bag Films in Dublin, Ireland.Get the course here anddont forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Create a Realistic Sci-Fi City Using Maya with This Course appeared first on CG SHARES.
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  • Can You See 3D Images in These Stereograms Made in Blender?
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    Id like to use this article to profess my love for stereograms images that hide a 3D model inside. I predict comments like I cant see anything, as its a very common issue looking at pictures is not as easy as it seems sometimes. Thankfully, you can practice your magic vision with these Magic Eye-style stereograms created in Blender by artist lavaboosted, or morejpeg on YouTube.I have to warn you: these are pretty difficult, so you might want to start with something simpler if youve never managed to see the object hidden inside. Dont worry if it takes time: you just need to grasp the mechanics. Contrary to popular belief, youre not supposed to cross your eyes in most cases, you need to relax them by looking through the image and slowly trying to focus on the object when two pictures overlap. Just dont concentrate too hard!If its impossible for now, here is a cross-view version of the first image.For anyone wishing to make something similar, lavaboosted shared the workflow:Load the model into Blender.Select it, Tab into the edit mode, and add a ground plane and a background plane.Select everything and UV project from view.Add the UV image pattern.In object mode, add a material and make the base color the image. Select the image for the emission color as well. Then roughness all the way up and sheen any spectral to 0.Delete the light.Position the camera so it looks disguised but not too camouflaged, or it will be too hard to see (so move the camera from the spot where you projected the UV from view).Render the left image. Use walk navigation to storage over to the right a bit and render the right image.Load the images into Excalidraw and line them up, crop them, and export.Load the image into PhotoMosh to make them really pop.After all this, discover stereoscopy rendering.If you decide to do it, share your works with us, well be happy to check them out (well, I will.) Also, join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Can You See 3D Images in These Stereograms Made in Blender? appeared first on CG SHARES.
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  • Combining Unreal Engine 5s Material Layers With Substance 3Ds Baked Masks
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    Lead Technical Environment Artist Ryan Honey, whom we interviewed a couple of years ago, is currently delving into Material Layers for his upcoming environment piece and shared how Substance 3Ds baked masks are simplifying the process. Rather than manually painting wear and grime, Ryan leverages Curvature, AO, and Edge masks to create effects like edge wear, dirt buildup, and rust in Unreal Engine.His key takeaway is that custom textures arent always necessary: smart masks allow materials to stand out while maintaining consistency across assets. This approach helps save texture memory and reduces production time, ensuring materials are both efficient and high-quality.If youre new to Unreal Engine 5 and want to get started with Material Layers, we recommend watching this detailed video from Sumo Digital. It covers the benefits of this feature and provides helpful use case examples:Also, check out Ryans most recent project called Offworld, a high-quality sci-fiasset pack for Unreal Engine 5, featuring customizable environment-building pieces, rain VFX, and more:Follow him on LinkedIn for more and dont forget to join our 80 Level Talent platform and our new Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads, where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Combining Unreal Engine 5s Material Layers With Substance 3Ds Baked Masks appeared first on CG SHARES.
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  • Learn How To Create Multi-Lane Road System In Unreal Engine 5
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    Weve been following jourverse for quite some time now, ever since he started working on a tutorial series last year focused on building a traffic system in Unreal Engine 5. After a while, the developer released the full version of this tool for purchase and recently shared some new videos, so if youve missed them, be sure to catch up.In the latest 2-hour-long tutorial, youll learn how to create a road network tool to generate multi-lane roads with dynamic lane marking materials. Along with jourverse, youll implement pathfinding offsets based on the current lane and develop a lane-switching system for both before and after turning at intersections.Findall the released chapters in the dedicatedplaylistand subscribe to jourversesYouTube channelfor more:Also, join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Learn How To Create Multi-Lane Road System In Unreal Engine 5 appeared first on CG SHARES.
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  • Kiara Koval Shows New Tools & Techniques for Procedural Modeling
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    Tech Artist Kiara Koval is a master of procedural solutions for environment art, and if youve been wondering what she does to make her projects so impressive, here is the answer.Koval showed some of the new tools and techniques shes created for Unreal Engine and Houdini to make her life easier.Her OSM building pipeline tools add details like windows, roofs, and scattered objects onto standard OSM data, clean object-aligned UVs, and enable art-directable vertex colors for Unreal Engine material building quickly. Moreover, the OSM project to landscape node is a great solution for neatly aligning all the buildings to the ground.Furthermore, Kovals OSM road creator properly handles intersections, outputs sidewalks, driveways, and crosswalks, and makes it easy to control various road type widths.You can see the tools in action in her procedural environment builder and this beautiful landscape.You will soon be able to use these and other tools made by Koval for free when she uploads them.Find more on her LinkedIn and join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Kiara Koval Shows New Tools & Techniques for Procedural Modeling appeared first on CG SHARES.
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  • Streamline 3D Content Management With This Centralized Cloud-Based Platform
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    Please introduce yourself and your team. How did the story of colormass begin?Tas [Sti] and I both have a technical and 3D background: we actually worked on face reconstruction technology (which was the high-tech spinoff of the Humboldt University of Berlin) before colormass. That experience gave us direct insight into the scalability challenges of the 3D industry. Many production workflows still depend on manual file naming and managing 3D assets within disconnected silos. It felt hugely inefficient.At that time, tools like Excel and Word already had seamless online versions (like Google Docs) that made collaboration easy no more sending files back and forth. But in 3D, nothing like that existed. So in 2016, we founded colormass with this exact same vision: to bring scalable, cloud-based 3D CMS to the industry, and that has remained unchanged.As we were developing the 3D CMS, we realized that many of our clients were struggling with digitizing materials, sometimes spending days creating a single material manually. About a year into development, we started building our own svBRDF scanner and tiling toolset to automate both material digitization and post-processing, helping clients speed up and simplify their workflows.How big is your current team? How is it organized? What divisions do you have? What experience do your teammates have?Were a team of 28 people, split between two offices, one in Berlin and one in Budapest. Our software development and sales teams are based in Berlin, while our Account Management and 3D Artist teams work out of Budapest. The Budapest team focuses on supporting our clients in using the platform and helping them scale their 3D production overall.Our development team (in Berlin) is still small but quite strong. Here are a few of these team members:Dr. Tobias Nll and Dr. Johannes Khler: Before joining colormass, they served as Senior Researchers at the new ZEISS Innovation Hub in Karlsruhe (@KIT), where they specialized in 3D digitization for over six years. They were also recognized as a recipient of the Google Research Award.Lennert Schneider: He was part of the core development team of Crytek.Ziga Bostner: During his time at Zuse Institute Berlin (Department of Visual Data Analysis), he was a main contributor to Amira, a software package for the visualization, analysis, and processing of 3D data.Roman Priebe: He holds a PhD in Quantum Information Technology from the University of Oxford.Matt Hughes: Prior to joining colormass, he was the System Architect for Line 6 (Yamaha) products.The Budapest team is organized into Account/Project Management and three core 3D departments: Modeling, Shading, and Lighting & Layout, each with around four people. This 3D team plays a crucial role in helping our clients scale their 3D production. Whenever clients dont have the in-house expertise or resources for a specific task, our team is there to assist. They also provide training to help clients get up to speed with the platform.Even though we are a software company, our 3D team is at the core of everything we do. They work with the platform daily, offering invaluable feedback on which features are needed and where improvements are necessary. This close connection between the product and real production work is something that, in my view, sets us apart from many other 3D tech companies. Building the team this way was a conscious decision from the very start.What services do you provide? How can you help 3D Artists with their projects? Could you share some successful cases?We provide both software and hardware solutions across two main verticals, both designed to be fully self-service:Browser-Based 3D CMS: A platform that lets you manage your 3D assets, render images, create configurators, and more, all in one place.Material Digitization: We operate scanning stations in Germany and the US where anyone can send in materials for digitization. For companies with high-volume needs, we also offer on-site scanner installations. On top of that, our Tiling Toolset simplifies and speeds up the post-processing workflow not only for our scans but for any set of PBR maps. We also recently released a new tool called Material AI, which allows you to convert standard top-down images into PBR maps. Unlike typical AI tools, this one is trained on a dataset of 16,000 svBRDF scans, making it one of the very few AI solutions capable of delivering high-quality, production-ready results.Our technology is not limited to specific use cases. Overall, Id say our tech is ideal for anyone who wants to:Streamline collaboration across 3D silos and remote teams by setting up a cloud-based system that connects with various software (e.g., a central material library accessible via plugins in Blender and Cinema 4D), complete with built-in versioning and referencing.Create online 3D experiences, such as 3D viewers, configurators, and AR, without needing development expertise.Easily share 3D scenes with clients.Digitize and process materials in a far more automated and efficient way.Many of our clients (for example Maharam, Designtex) use the platform to create thousands of images and hundreds of configurators each year using just the browser. In this case study you can also see in action how such a render is done using the browser.As Claire Mann, Director of Digital Products and Strategy at Designtex, puts it: colormass is an industry leader in material capture, 3D rendering and visualization technology with hardware and software solutions that allow us to accurately and beautifully represent our product catalog online. One of our favorite partners, the team is engaged, collaborative, and always willing to translate highly technical aspects of the process, brainstorm future possibilities and suggest solutions.Could you tell us more about your cloud-based platform? What are its capabilities? What tools does it feature? Please tell us more about your PBR scanning technology and rendering platform.Platform (Browser Based 3D CMS): You can think of it as Blender or Cinema 4D in the browser but focused entirely on managing and using 3D data without model creation features. Its a central hub where you can upload, organize, and manage your 3D assets and then use them across teams to render images, build configurators, or export data to other tools, all fully self-service.At the heart of the platform is what we call the Single Asset System, designed to make LOD generation as dynamic and automated as possible. For example, any model you upload can automatically be downloaded as AR-ready files (.gltf and .usdz) without any manual conversion.So while I mentioned different functions like rendering and configurators, these are really just different outputs from the same core system that stores high-quality source data and dynamically downscales it when needed. And if more control is required, you can also create manual LODs and define complex logic for variations of your 3D assets.The online editing works much like any other 3D software: it includes a 3D scene editor where you can define products and scenes (see the products and scenes documentation), as well as a browser-based material node editor that lets you create or modify materials (see the materials documentation).One of the major benefits of being cloud-based is seamless referencing. You can define what can be overridden in a parent scene for each 3D asset, and whenever you update an asset, it automatically updates across all scenes where its used. The referencing stays intact, even if you rename an item. Additionally, since revisioning is built into the system, you can revert assets to previous versions when needed.If you prefer using Blender to create scenes and assets, we also offer a plug-in that streams data between Blender and the cloud system, allowing you to easily upload assets and scenes as needed.When you submit a render through the 3D scene editor, the images are rendered using Cycles and processed on Cloud GPUs. This means that even if you submit hundreds of images, they are generated in parallel. Since the rendering process integrates natively with the cloud system, you wont need to worry about maintaining plugins or ensuring version compatibility, as is often required with render farms; everything just works.Material Digitization: Its important to distinguish between two types of scanners available on the market:Heuristic Scanners: These scanners rely on heuristics, capturing images and using simple algorithms or image manipulation to create maps.svBRDF (or Inverse Rendering) Scanners: These scanners reconstruct the full reflection properties for each pixel captured.The first type is much easier to implement but doesnt result in high-quality materials; it requires significant tweaking and serves more as a starting point than a final, polished material. The second type, which is the one we focus on, produces a perfect material with no need for additional adjustments (and so far in the world we are only aware of a single other such scanner on the market). You can find out more about it here. If you would like to look at an example output, you can check it here.Since post-processing the materials is just as much work as scanning them, we also built a texture editing toolset for tiling materials more automatically (for technical details, check our documentation).And what about your Configurator app? How does it work?The Configurator tool enables anyone, even without programming knowledge, to create configurators and online 3D experiences directly in the browser, no downloads required. You can use the 3D editor to build your scene and then easily integrate the viewer into any website. Through the 3D CMS, you can upload your geometries and materials and even edit the materials online using the node-based material editor.You can easily integrate the final 3D viewer using just a simple link, with no development skills required. However, if you have programming knowledge, you can also use the API or web components to customize the style and UI elements to suit your needs.How do you approach the business side of things and promote Colormass? How do you work with the community?To be honest, up until now, weve mostly kept a low profile and we were not really marketing ourselves in the 3D industry. Since we have an internal 3D team, weve had the perfect opportunity to test what works and what doesnt, which has guided our development over the last 8 years (as you can imagine, building a robust 3D CMS is highly complex). Recently, other 3D teams in our network have started adopting our 3D system for their production needs and to send 3D scenes directly to their customers, so we felt it was time to begin involving other 3D teams who might be interested in using it for their own projects.Looking ahead, were considering opening it up to the general public in 2026. Until then, anyone interested can submit a request to use the system via our contact form. The reason for this is that we want to focus on collaborating with companies that we believe would benefit most from our solution. We usually determine this in the course of an initial call, which is more of a technical discussion than a sales pitch. Its an opportunity to understand the context in which the system would be used and see if its a good fit.Balint Barlai, Founder at colormassInterview conducted byTheodore McKenzieSource link The post Streamline 3D Content Management With This Centralized Cloud-Based Platform appeared first on CG SHARES.
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  • Powerful Magic Attack Created with EmberGen & Unreal Engine
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    Take a look at Egor Savelevs swift magic attack VFX, which could easily be featured in any modern game.The rock and fire simulation was created in EmberGen, and the particle system and real-time renders were completed in Unreal Engine.Savelevs ArtStation and YouTube are full of beautiful effects, so if you enjoy powerful VFX, make sure to visit him there.Here are some other EmberGen works you might appreciate:This EmberGen-Made Digital Nebula Is Simply Out of This WorldMaking Anime-Inspired Stylized 3D Explosions With JangaFXs EmberGenTurning a Person Into a Smoke Apparition With EmberGenCool Gunshot Effects Created with EmberGen & LiquiGenImpact & Explosion VFX Study Powered By JangaFXs EmberGenJoin our 80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Powerful Magic Attack Created with EmberGen & Unreal Engine appeared first on CG SHARES.
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  • Mohamed Ahmed Elbeskeri launched GAS Ability Task Registry, a free, open-source Unreal Engine plug-in featuring a growing collection of useful Ability...
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    Mohamed Ahmed Elbeskeri launched GAS Ability Task Registry, a free, open-source Unreal Engine plug-in featuring a growing collection of useful AbilityTasks tasks that anyone can contribute to or utilize.Download here: https://80.lv/articles/free-centralized-library-of-useful-gameplay-ability-system-tasks-in-ue5/
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  • 3D Artist Gal Yosef unveiled an outstanding three-dimensional recreation of the Popeye the Sailor characters made with 3ds Max. More artwork: https://...
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    3D Artist Gal Yosef unveiled an outstanding three-dimensional recreation of the Popeye the Sailor characters made with 3ds Max.More artwork: https://80.lv/articles/have-a-look-at-this-detailed-3d-recreation-of-popeye-the-sailor-characters/
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  • Skin Shading LookDev Experiments in RenderMan & Houdini Solaris
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    Today, lets take a look at some amazing experiments with skin shading look development involving a combination of Pixars RenderMan and Houdini, showcased recently by LookDev/Lighting Artist at DNEG, Krithik Sudhakaran.With the goal of matching a provided reference as closely as possible, Krithik tested Lama skin shaders and Texturing XYZs VFace model within the Houdini Solaris workflow, which also involved Nuke and Substance 3D Painter, and rendering the final results in RenderMan. Attached below are the fantastic results the artist achieved as part of his hands-on practice:For those unfamiliar, Lama, a.k.a. MaterialX Lama, is RenderMans material layering system developed at ILM that introduces a modular approach to building material networks and includes recent shading R&D work on energy conservation and dispersion.According to Pixar, the MaterialX Lama project represents ongoing R&D into materials at ILM and represents one facet of the larger MaterialX project. MaterialX Lama node composition also offers a simpler built-in mechanism for energy conservation and other properties, because of its fundamental focus on layering of physically based responses.Speaking of RenderMan itself, the solution supports Houdinis native USD Solaris workflows introduced in Houdini 18 and provides a USD Hydra Renderer Delegate that allows artists to render interactively directly to the Solaris viewport. You can learn more about the Solaris+RenderMan combination over here.Click here to see more of Krithiks projects and dont forget to join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Skin Shading LookDev Experiments in RenderMan & Houdini Solaris appeared first on CG SHARES.
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  • What do you see in these stereograms created by lavaboosted in Blender? Discover more: https://80.lv/articles/can-you-see-3d-images-in-these-stereogra...
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    What do you see in these stereograms created by lavaboosted in Blender? Discover more: https://80.lv/articles/can-you-see-3d-images-in-these-stereograms-made-in-blender/
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  • Create a realistic sci-fi 3D city with this comprehensive course, Realistic Sci-Fi City Creation: ORIS CITY, by Senior Generalist Artist Darko Mitev. ...
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    Create a realistic sci-fi 3D city with this comprehensive course, Realistic Sci-Fi City Creation: ORIS CITY, by Senior Generalist Artist Darko Mitev.The tutorial will guide you throughout the entire pipeline using Maya, ZBrush, Substance 3D Painter, Marvelous Designer, Nuke, and Photoshop: https://80.lv/articles/create-a-realistic-sci-fi-city-using-maya-with-this-course/#sponsored #ad
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  • The Witcher 4 Will Not Be Launched Before 2027
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    CD Projekt RedThe Witcher 4 is perhaps the most anticipated title from Polish developer CD Projekt Red, and it aims to be the studios most advanced game ever. Its been a while since we learned that the game, codenamed Polaris, entered a full production period since last November. However, if you wish for the 2026 release window, you could be disappointed CD Projekt Red has confirmed that The Witcher 4 will not be released until at least 2027.This was revealed during the companys latest earnings call (starting around the 20-minute mark). CD Projekt Reds Chief Financial Officer Piotr Nielubowicz answered an inquiry about the release date, saying, We are not going to announce the precise launch date for the game yet. All we could share now to give more visibility to investors is that the game will not be launched within the time frame of the first target for the incentive program, which ends December 31, 2026.Last December, during The Game Awards 2024, its first announcement trailer was released, confirming Ciri as the protagonist, who will be more agile and faster, according to the games executive producer Magorzata Mitrga. Yet, if you wonder if Geralt will be back, this remains a mystery because Doug Cockle, the voice actor for Geralt in The Witcher series and the one who said he would, now isnt sure if its true or not.Besides the new installment, there are some other Witcher projects in the works at the studio, including a Witcher spin-off,Project Sirius,and aWitcher remake, which is codenamed Canis Majoris and will come after The Witcher 4.Dont forget to join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads, where we share breakdowns, the latest news, awesome artworks, and more.Source link The post The Witcher 4 Will Not Be Launched Before 2027 appeared first on CG SHARES.
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  • The Tomb Raider Developer Announced Layoff of 17 Employees
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    Crystal DynamicsCrystal Dynamics, the studio that works on the untitled Tomb Raider game, announced the layoff of 17 team members.In a recent X/Twitter post, the developer revealed the decision to reduce the workforce and explained that it is not connected with the employees performance but with the studios business needs. We did not make this decision lightly. Ultimately, this step was necessary to better align our current business needs and the studios future success. It is not a reflection of the dedication or ability of those affected, reads the statement.The studio promised to support the laid-off workers: We recognize how painful this outcome is for those impacted and we are supporting them with transition packages and opportunity outreach. According to the announcement, this decision does not alter [the studios] current project plans.Crystal Dynamic is best known for the Tomb Raider and Legacy of Kain series, Marvels Avengers, and the Tomb Raider remaster. It is currently developing Perfect Dark and the upcoming UE5-powered Tomb Raider game in partnership with Amazon, which will reportedly be set in an open worldin India.Dont forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.Source link The post The Tomb Raider Developer Announced Layoff of 17 Employees appeared first on CG SHARES.
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  • Check Out This Mesmerizing Teleportation Effect Made with Houdini
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    Houdini artists never cease to impress the audience with new stunning VFX animations, such as this fantastic artwork created by a 3D Artist known as jit_effect.Titled Houdini Magical Teleport FX, the animation showcases the magical effect of fading away, which evokes a sense of mysticism and has a cinematic flair, reminiscent of fantasy or sci-fi films. According to the artist, the base for the artwork is a growth simulation, a technique in Houdini that dynamically expands a surface or volume over time. As the growth spreads, particles are emitted from its leading edges.The creator advised the tutorials on crafting the growth effect in Houdini, which might come in useful for digital artists, and has been sharing other amazing VFX animations: View this post on InstagramA post shared by (@king_wonho_) View this post on InstagramA post shared by JIT (@jit_effect) View this post on InstagramA post shared by JIT (@jit_effect)If you wish to admire more splendid VFX created with Houdini, take a look at these otherworldly creatures showcased by a 3D Artist Marco Mori, and a fascinating animation crafted by 3D Artist and Technical Director Matt Taylor, in which the creator visualized a 3D prop of a wristwatch as the Mbius strip: View this post on InstagramA post shared by Matt Taylor (@emty01)Check out jit_effects artwork anddont forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Check Out This Mesmerizing Teleportation Effect Made with Houdini appeared first on CG SHARES.
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  • Seter MDs Latest Masterpiece Reminds Us That Even the Greatest Can Make Mistakes
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    Seter MD, a 2D Animator and master of After Effects, continues to impress the entire 80 Level team despite our general inclination toward 3D art while studying an entirely new software, presenting a gorgeous angel wings 2D rig set up with Spine, an animation tool designed specifically for 2D game animation.Incredibly fluid and responsive, the rig still contains what Seter describes as a catastrophic mistake, with each wing consisting of two separate skeletons, making it impossible to parent them to the character. Planning to move all the layers of one wing to the other and rig one from scratch, the artist reminds us all that mistakes are an integral part of the learning curve and inevitable on the path to mastery, offering not just a majestic visual but also a motivational lesson in growth.Previously, Seter also demonstrated a fantastic pixel art black hole effect, a recreation of Star Children from Hayao Miyazakis Howls Moving Castle, an almost 1-to-1 recreation of the flame-breathing effect from Kimetsu no Yaiba (Demon Slayer), and a 2D comet animation, all made in After Effects. You can check out all of these projects and more by visiting the artists Twitter page.Dont forget to join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads, where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Seter MDs Latest Masterpiece Reminds Us That Even the Greatest Can Make Mistakes appeared first on CG SHARES.
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  • Star Citizen developer Cloud Imperium Games shuts down its Los Angeles office, which focused on marketing, finance, legal, and HR. Meanwhile, the stud...
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    Star Citizen developer Cloud Imperium Games shuts down its Los Angeles office, which focused on marketing, finance, legal, and HR.Meanwhile, the studio has raised a jaw-dropping $795 million: https://80.lv/articles/star-citizen-developer-cloud-imperium-games-closes-its-los-angeles-office/
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