Well with Algorithm Lab when you create a graphic, most of the time. Now why do I need to generate graphics why cant I just draw them or take a picture. Algorithm Lab, put simply is a procedural graphics application used for generating graphics. Texture Studio is so easy to use, a photograph can be converted to a smoothly. Texture Studio includes a set of integrated tools, all extremely useful for creating high quality seamless textures. Texture Studio is all you need to produce professional quality textures for use in games and tiled backgrounds. Quixel Suite is a bundle of tools for creating amazing materials for use in realtime applications. It supports ambient occlusion (AO) maps, bump maps, normal maps, and more. The normal map generator can also create texture coordinates.Ĭrazybump generates lighting maps from 2D textures. Simply load your low-poly working model, then load your high-poly reference model, click the "Generate Normal Map" button and watch Melody go to town. NVIDIA Melody creates high quality normal maps that make a low-poly model look like a high-poly model. PhotoSculpt Textures is a software that creates 3D models and 3D textures from just two photos of the same subject. PixPlant is a smart texturing app with the best tools to quickly transform a photo into seamless repeating textures and 3D maps.PixPlant includes a smart texturing engine and 3D map editors: save a lot of texturing time with PixPlant!. The Normal/Diffuse/Specular/Occlusion maps for the picture will be created in the folder where the original picture resides. Insane Bump is a normal map generator.Load a single layer picture, then choose filters map InsaneBump tweak the details and press execute. Easily tweak settings and preview changes in real-time.Fast Project Setup - Load an image or 3D model and ShaderMap will create a project with Displacement (Height), Ambient Occlusion, Tangent Space Normals, and Specular. This job was a wonderful experience and teaching is something I'm always happy to do like that kind of feedback is extremely gratifying and motivating and I loved every part of it.ShaderMap™ creates and converts rendering textures in different formats. I'd often receive praise from students as they really appreciated my help but furthermore id often get told I was inspiring for them and kept them from dropping out of the course. As I was also a student at the time I was often on the same page as the students and that allowed me to better help aid students with there questions. I was not in charge of creating the curriculum but often times would be given the opportunity to provide input when the curriculum was undergoing review allowing me to put forward, concerns students have and have had in the past that they either brought to my attention or that had observed. During this time I became the preferred and oftentimes only direct line of communication between the students and their understanding of the curriculum. From helping students occasionally run entire classes especially towards the end of semesters as the main teachers would be marking assessments. The work was demanding at times but extremely satisfying when we would pull it off.Īs a sessional tutor, I took on many of the tasks and responsibilities a Tutor would however I acted more like a 2nd helper for teaching the classes. Working on this project I got to learn so many new things from learning about aircraft, improved my knowledge of programming and working to a last minute surprise we need this done now deadline. The tool we developed took real world sensor data from various vehicles and platforms, mapped this data to an identical geo specific virtual environment for use in analytics and producing real time renders for marketing and advertising.Īs the sole Visual Artist on the project I had responsibilities in many areas from UX design and implementation (for scalability across various screen resolutions) The UI had to be very easy to use as the users were not from a 3D or artistic background, I was also responsible for building the visuals for the Virtual environments, This involved optimising CAD models for a game engine, working with Terrain Data, Rendering, Shaders, Post Processing and making this all to work in extremely large scenes. The intent was to streamline the creation process of high quality visuals for clients and other such purposes. Using Unity's HD render pipeline our team worked to develop a tool that would take simulation data and present it to the user (in our case an analyst) with an easy to understand Interface that would allow the user to make video and still renders of the simulation.
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