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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. You can access the help menu by pressing ESC key (or clicking on the settings button if you’re playing it on a mobile device). Hey everyone, Kylin here! So let’s kick off with the project’s structure and delve deeper into it.

Code 52
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[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

Even if we put the AO, roughness, and metallic into one single render texture, we still need 5 render textures (position, normal, color, PBR parameters, emissive ) to meet the requirements. That means, on mobile devices, MRT greater than 4 would have compatibility issues. The purposes of slo0, slo1, and slot2 are not clear here.

Render 52
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A comprehensive guide to in-demand roles in film and games

CG Spectrum

If they don’t create textures themselves, 3D modelers will work especially closely with texture artists and look development artists (aka surfacing artists) who will add realism and detail to their model through texture maps and shaders. They may also be required to use software that processes scans and photogrammetry.

Film 52