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Transmedia Triumphs and Traps: Lessons from the Convergence of Gaming and Media

Deconstructor of Fun

Historically, gaming IP was treated as a secondary asset, with film and TV as the crown jewels. This misalignment often leads to half-baked adaptations that fail to capture the essence of the original game. Levin is realistic about the process and adds that there will always be misses in the gaming-to-film pipeline.

Media 119
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[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

A high number of Draw Calls also reflects, to some extent, that there is too much content to render, which can put significant pressure on the GPU. The essence of offline culling is: pre-baking scene visibility and quickly culling unseen models during rendering. Expanding the Blocks property, you can see the content in the image below.

Culling 52
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Game Development – New Resources from GTC 21

Nvidia

Collaborative Game Development using Omniverse This session is a deep dive on how to leverage Omniverse, using new asset collaboration tools USD and MDL for game development. You’ll learn how to leverage Nucleus for collaboration, AI for asset tagging, and USD and MDL for ground truth content creation and lighting using ray tracing.

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The Complete Guide To Lighting In Unreal Engine

Awesome Tuts

For the example assets we’ll use City of Brass: Environments which you can download for free on the Unreal Engine marketplace: When you download City of Brass: Environment, open the Demo_Palace scene located in City_of_Brass_Environment -> Maps folder as we’ll use that scene for our examples.

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Use Custom Render Pipeline to Enhance your Game Graphics - Guide to Cocos Cyberpunk Source Code

Cocos

Today, let’s take a look at the basic content of the three pipelines. Main Character Camera Open assets/resources/obj/player-tps.prefab , locate to player-tps/camera_root/camera_player , and you can see it has a CameraSetting component with the value of Pipeline property set to main. It is very simple and has only two passes.

Render 52
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Making a Top Gun and Star Wars-inspired fan film in Unreal Engine

CG Spectrum

The shell of the station and the asteroids came from a mining station asset that I found while trawling through Unreal Engine Marketplace. The big red planet is a customizable Blueprint asset (more on these later), also from Unreal Marketplace. But it's always better than trying to build it all from scratch, obviously.

Film 98
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The Convergence of all Entertainment

Game Dev Unchained

“ It feels great to not have to sit around waiting for hours to bake lightmaps. You are now a valuable asset that can utilize the same toolset that you have obtained throughout your career and am able to jump to other mediums like movies, architecture, and advertisement seamlessly. Scott Knapp.