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Tom Clancy’s The Division.. is the project I’m working on.
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Artwork of Ryan Watkins: Cuernos del Diablo →

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Destiny - Building a Brave New World (GDC Presentation)
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Ambient Sleeping Pill →
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EnvironmentSculpting - Polycount Wiki →
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Skyshop →
Image-Based Lighting for Unity from Marmoset.
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Complete dDo 5.0 Breakdown - The AK (by quixelteddy)
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but does it float →
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http://www.slideshare.net/fullscreen/guerrillagames/killzone-shadow-fall-demo-postmortem →
http://www.slideshare.net/fullscreen/guerrillagames/killzone-shadow-fall-demo-postmortem
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Hdri set up with modo (by Stuart Rowbottom)
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Maya Pipe Making Script (by Chris Zukowski)
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http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_slides_v2.pdf →
http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_slides_v2.pdf
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Feeding a physically based shading model →
Version : 1.0 - Living blog - First version was 17 August 2011 With permission of my company : Dontnod entertainment http://www.dont-nod.com/ Adopting a physically based shading model is just a fi…
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Area Weighted Normals

An introduction to Weighted Vertex Normals.
A polycount discussion about Face Weighted Normals.
I can’t stress enough how nice it is to work with weighted vertex normals. Finally a simple beveled cube can have flat surfaces, tight bevels, and no gradients.
~Farfarer’s MODO script also work with his Edge Smoothing Script.
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NaissanceE Trailer (by LimasseFive)