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VFX Reel Mistakes That Could Cost You Jobs

Filmustage

Take note that utilizing previous employer's assets without clearance signals potential trust issues. Poor Quality Renders The foundation of an effective presentation relies on pristine output quality. Implement 1080p resolution rendering with 8-10 Mbps bitrate settings. Key specifications include: H.264

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Dev snapshot: Godot 4.0 alpha 8

Mircosoft Game Dev

Another fortnight, another alpha snapshot of the development branch, this time with 4.0 See past alpha releases for details ( alpha 1 , 2 , 3 , 4 , 5 , 6 , 7 ). Be aware that during the alpha stage the engine is still not feature-complete or stable. alpha builds. Core: Implement placeholder assets ( GH-60583 ).

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Practical Use of Render Textures

The Knights of Unity

And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. In this post I’m going to explain to you how to use render textures in your game. using legacy rendering, but the features I used work in SRPs too. What is a Render Texture.

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3D Content Interoperability with Topology-Free Modeling

Nvidia

Most game engines also require multiple levels of asset detailing, which requires the use of multiple assets and leads to additional production and running costs. The solution also enables users to fill objects in with color, paint over them with an RBG brush, or cover regions with physically based rendering (PBR) materials.

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Why we should all support glTF 2.0 as THE standard asset exchange format for game engines

Mircosoft Game Dev

Sites like Sketchfab provide plenty of PBR-ready assets for downloading, and plugins that export scenes from other popular game engines to this format. The surprise, though, is how good this format is for video game asset exchange. The first formats used for asset exchange were Wavefrom.OBJ and Autodesk.3DS. What makes it great?

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Top Unreal Game Development Companies in 2024

Logic Simplified

UE5’s features and functionality have further expanded to include experimental new features for rendering, animation and simulation. In this crucial stage, the team takes the concepts produced during the pre-production stage and transforms them into source code and different assets. The steps involved are: 2.

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Editor improvements for Godot 4.0

Mircosoft Game Dev

If you are following me on Twitter (where I post my progress on different Godot features I work on), you might have noticed that I took a two month break from rendering to work on many long standing editor improvements and features. New 3D asset import workflow. Importing 3D assets was a hit or miss experience in Godot.

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