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Human photo references and textures for artists - 3d.sk

Human photo references and textures for artists - 3d.sk
ROYALTY-FREE Licence guarantees that once you download the photos you can use them for any personal or commercial project as long as you wish without any additional payment. UPDATED DAILY Save thousands of dollars on human photo references every month. Gain access to a huge source of more than 354,125 photos updated 29 x per month. 4992 x 3360 PIXELS High resolution images with enough detail for the production of 3D characters for cinematic sequences as well as next generation game characters. Whether you work at Dreamworks or Playstation....3D.SK and their constantly expanding image library is essential to your texture pipe. Whether you are Steve Geisler or Paul Campion or a Gnomon student just starting out......3D.SK is absolutely essential. A big Thank You from the Playstation Family....your websites are truly visionary. Paul Fedor Lead Texture Artist Playstation Cinematics Lead Texure Artist Next-Gen Research and Development Team Commercial and Music Video Director Related:  dibujo

Sky Textures Collection: Hyperfocal Skies 2 "If you compare the number of images you receive, the quality, the variety and price, you will find this collection pretty hard to beat." - Jeff Mottle CGArchitect.com Hyperfocal Sky Texture Maps Feature: * Super high resolution - 12,000 by 4,000 pixels on average makes for crystal clear images. * Clean images - Don't let image artifacts ruin your scenes - get skies that add to the mood and appeal of your scene. * Instant Download * An aesthetic edge - Set yourself apart from the crowd with beautiful magic hour skies, hand picked after evaluating hundreds of days that turn into dusk, or pick from subtle skies that complement and finish your scenes. * Reliability - We are the ONLY company in the CG industry offering an unlimited 100% money back guarantee. * Flexibility - Sunny, overcast, partially cloudy, sunsets, and everything in between. * Trust - Architects from all over use our sky textures, as do film makers such as Warner Brothers and software giants such as EA games (Battlefield 2).

learnbyluke Here are some links to sprite websites, you can use the sprites in your games. If you know any good resource websites that aren't listed here, please send/show me the link so I can add it to this page. Game Maker This is one of the best free Game Making programs avaliable for PC. It allows you to easily create 2D games from scratch, the posibilities are endless. You can even make 3D games with a lot of programming skill. This software allows you to quite easily create basic 3D FPS games (Halo, COD, Killzone) It can be quite buggy and a bit frustrating at times but you can create some decent games. Ren'Py Visual Novel Engine Ren'Py is a free and cross-platform visual novel engine that helps you use words, pictures, and sounds to tell stories with the computer. Best Sprite Websites A great collection of game sprites, probally the best. Sprite Database for console games. Sprite Databases Specific Games Others / Unsorted

Figure Drawing References Game Jam 974 CGSkies How Gamesalad Can Help You Create Your Own Video Game This Austin company can turn almost anyone into a game developer. Gamesalad's Dan Treiman (far left), Tan Tran and Michael Agustin. It's one thing to post a few cute animal videos on YouTube or populate a Facebook page with photos and status updates. But it's something else to think that anyone can create video games. Or is it? That's a bias GameSalad, an Austin, Texas-based video game development company, is trying to turn on its head. Michael Agustin and friends Tan Tran and Daniel Treiman founded the company in 2007. They decided to move to Austin, a creative city with a low cost of living where their less-than-$20,000 self-funded startup capital would go further than in Silicon Valley. When they began to seek funding for their efforts, initially they came up empty. But the loose collection of attorneys, doctors and real estate investors just weren't "getting" the concept. Gwen Moran is a freelance writer and co-author of The Complete Idiot's Guide to Business Plans (Alpha, 2010).

Learn to Draw: Human Body In drawing the human figure, is used to measure the head module and can be divided into 8 equal parts (Figure 1), ie, the head establishes a relationship of proportion to the trunk and legs, so the concept of ratio is the optimal balance between size of the parts that compose a whole. It is not enough to share, to draw a human body with realism, symmetry is also of fundamental importance for the design of the human body has a semblance between the right and left sides. In general, the human body does not hold exactly the same measures on one side and the other, there are small differences, often imperceptible when you look at, but noticeable when measuring. In the drawing, the axis of symmetry is represented by a vertical line from head, through his nose and into the space between the legs, as shown in Figure 2. Figure 1 Volumes and concavities: Refers to body shapes, their curves, recesses and reliefs. Figure 3 The MAN has broad shoulders and narrow hips; Tradução do português para inglês

I3D News Ambient occlusion The ambient occlusion map for this scene darkens only the innermost angles of corners. In computer graphics, ambient occlusion is used to represent how exposed each point in a scene is to ambient lighting. So the enclosed inside of a tube is typically more occluded (and hence darker) than the exposed outer surfaces; and deeper inside the tube, the more occluded (and darker) it becomes. Unlike local methods like Phong shading, ambient occlusion is a global method, meaning the illumination at each point is a function of other geometry in the scene. Implementation[edit] In real-time applications, such as computer games, Screen space ambient occlusion can be used as a faster approximation of true ambient occlusion, using pixel depth rather than scene geometry to form an ambient occlusion map. Ambient occlusion is related to accessibility shading, which determines appearance based on how easy it is for a surface to be touched by various elements (e.g., dirt, light, etc.). The occlusion where .

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