MeshLab
Texture Tools for Adobe Photoshop
A collection of texture tools generating normal maps, texture compression, mip map generation and cube map formatting packaged as a plugin for Adobe Photoshop 5.0, 5.1, 6.0, 7.0, CS, CS2, CS3, CS4, CS5 and CS6. Download Release Notes Added Adobe Photoshop CS6 and 5.1 support. DDS export now supports PSDs with transparent layers, but without alpha channel. Bug Fixes Bug fix for using DDS plugin in Corel PaintShopPro. Bug fix for mipster script that add unnecessary pixel. Bug fix in loading of cubemap with mipmaps. NVIDIA Normal Map filter The NVIDIA Normal Map filter creates normal maps from grayscale height maps. NVIDIA DDS plug-in The NVIDIA DDS plug-in supports the DXTC texture compression format and allows you to open and save .dds files in RGB format. Mipster Mipster is a mip-map generation script, for Photoshop CS2 and above, that leverages the power of Photoshop’s internal image filtering engine along with the (optional) NVIDIA DDS Plug-in and Normal Map Filter (for Windows).
Procedural Textures with NeoTexture
The NeoTextureEditor allows creating tiled textures procedurally using a simple node interface for generating images, blending them, creating normal maps and much more. You can directly load the .tgr files as a material or export the generated images as .png files and use them in a jMonkeyEngine-based game. Textures usually make up most of the size of a game distribution. This is why NeoTexture is not only an editor, but also a library that generates textures from .tgr files. Use the library to load .tgr files directly in jME3 as a material, without having to export the textures before. Creating and Editing a NeoTexture file Right-click the assets/Textures directory and choose New… > Other. Edit the .tgr file and create your procedural texture: (Learn more about creating Procedural Textures here) Drag any pattern from the left bar to the editor area. Adding the NeoTexture libraries to your project Loading tgr files as material Click the Normal Map filter to select it.
jMonkeyEngine.org | jMonkeyEngine Community
jMonkey Engine
jMonkeyEngine is a community-centric open source project released under the new BSD license. It is used by several commercial game studios[2][3] and educational institutions.[4][5][6] The default jMonkeyEngine 3 download comes readily integrated with an advanced SDK. jMonkeyEngine 3 SDK[edit] Note: The "jMonkeyPlatform" and the "jMonkeyEngine 3 SDK" are exactly the same thing. History[edit] jMonkeyEngine was built to fulfill the lack of full featured graphics engines written in Java. jMonkeyEngine 0.1 - 2.0[edit] Version 0.1 to 2.0 of jMonkeyEngine marks the time from when the project was first established in 2003, until the last 2.0 version was released in 2008. Initial work on jMonkeyEngine was begun by Mark Powell (aka MojoMonkey) as a side project to see if a fully featured graphics API could be written in Java. January 2004 (2004-01) August 15, 2008 (2008-08-15) Joshua Slack announces to step back from active development of the jMonkeyEngine.[7][8] jMonkeyEngine 3.0[edit] See also[edit]
ZBrush Blog
ZBSee member ArTooRo, recently shared a post featuring the game Nitro Nation produced by Creative Mobile Games. Platige Image handled the cinematic work for the trailer which features an all out duel between two modern American Muscle cars. Take a closer look at the anatomy of a cinematic trailer with this informative thread. ArTooRo’s included a break down of the “clean up” process used to create the female racer. Taking a page out of the surrealist handbook, ZBrush artist LVXIFER presents, “Vanitas I”. This latest post reminds us that beauty may fade, but not when that beauty is composed of digital clay. The ever popular “monster” in Mary Shelley’s Frankenstein recently received the reboot treatment. Visit our industry pages for more behind the scenes and “making of” info on your favorite films! ZBrushCentral artist jpericles recently found a spot on the Top Row with his subtle rendition of the male figure. Being the “new kid on the block” is difficult sometimes.
ZBrush :: ZClassroom Digital Sculpting :: Sculpting with Michael Pavlovich
Sculpting with Michael Pavlovich In this series of video lessons, we will follow along with Michael Pavlovich as he uses a host of tools and techniques within ZBrush to create a helmet for his character. Michael Pavlovich has been in the game industry since graduating from the Ringling School of Art and Design in 2005. Starting as an environment artist, Michael has worked on several titles for multiple platforms, at both Electronic Arts and Sony Online Entertainment. In addition to his "day job" he has also produced 5 video tutorials for eat3D .