際際滷shows by User: wesmcdermott9 / http://www.slideshare.net/images/logo.gif 際際滷shows by User: wesmcdermott9 / Thu, 31 Mar 2016 17:32:12 GMT 際際滷Share feed for 際際滷shows by User: wesmcdermott9 GDC 2016 Using Substance in Lumberyard /slideshow/gdc-2016-using-substance-in-lumberyard/60295053 substancelumberyard-160331173212
This presentation was shown at GDC 2016 and showcases the Substance pipeline in the Amazon Lumberyard game engine. ]]>

This presentation was shown at GDC 2016 and showcases the Substance pipeline in the Amazon Lumberyard game engine. ]]>
Thu, 31 Mar 2016 17:32:12 GMT /slideshow/gdc-2016-using-substance-in-lumberyard/60295053 wesmcdermott9@slideshare.net(wesmcdermott9) GDC 2016 Using Substance in Lumberyard wesmcdermott9 This presentation was shown at GDC 2016 and showcases the Substance pipeline in the Amazon Lumberyard game engine. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/substancelumberyard-160331173212-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation was shown at GDC 2016 and showcases the Substance pipeline in the Amazon Lumberyard game engine.
GDC 2016 Using Substance in Lumberyard from Wes McDermott
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GDC 2016 End-to-End Approach to Physically Based Rendering /slideshow/gdc-2016-endtoend-approach-to-physically-based-rendering/60294641 pbrgdc16-160331172125
Physically based rendering is gaining increasing traction in the gaming world and with its list of benefits, this growth is no surprise. When the guesswork around authoring surface attributes is removed and artists can set up a material once to be efficiently reused throughout a game, they can spend much more time focusing on the more creative (and fun!) aspects of texturing. Yet in order to take full advantage of a physically based approach and ensure that each material responds as desired to any lighting condition, it is necessary to author with an awareness of how light actually interacts with different surfaces. This talk provides an easily accessible introduction to the principles of lighting and energy conservation before exploring guidelines for authoring infallible surface attribute maps. We will demonstrate the principles discussed and highlight the effect decisions made at the material creation stage affect the final render. *Presentation was co-presented with Sam Bugden : Senior Technical Artist, Geomerics. ]]>

Physically based rendering is gaining increasing traction in the gaming world and with its list of benefits, this growth is no surprise. When the guesswork around authoring surface attributes is removed and artists can set up a material once to be efficiently reused throughout a game, they can spend much more time focusing on the more creative (and fun!) aspects of texturing. Yet in order to take full advantage of a physically based approach and ensure that each material responds as desired to any lighting condition, it is necessary to author with an awareness of how light actually interacts with different surfaces. This talk provides an easily accessible introduction to the principles of lighting and energy conservation before exploring guidelines for authoring infallible surface attribute maps. We will demonstrate the principles discussed and highlight the effect decisions made at the material creation stage affect the final render. *Presentation was co-presented with Sam Bugden : Senior Technical Artist, Geomerics. ]]>
Thu, 31 Mar 2016 17:21:24 GMT /slideshow/gdc-2016-endtoend-approach-to-physically-based-rendering/60294641 wesmcdermott9@slideshare.net(wesmcdermott9) GDC 2016 End-to-End Approach to Physically Based Rendering wesmcdermott9 Physically based rendering is gaining increasing traction in the gaming world and with its list of benefits, this growth is no surprise. When the guesswork around authoring surface attributes is removed and artists can set up a material once to be efficiently reused throughout a game, they can spend much more time focusing on the more creative (and fun!) aspects of texturing. Yet in order to take full advantage of a physically based approach and ensure that each material responds as desired to any lighting condition, it is necessary to author with an awareness of how light actually interacts with different surfaces. This talk provides an easily accessible introduction to the principles of lighting and energy conservation before exploring guidelines for authoring infallible surface attribute maps. We will demonstrate the principles discussed and highlight the effect decisions made at the material creation stage affect the final render. *Presentation was co-presented with Sam Bugden : Senior Technical Artist, Geomerics. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/pbrgdc16-160331172125-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Physically based rendering is gaining increasing traction in the gaming world and with its list of benefits, this growth is no surprise. When the guesswork around authoring surface attributes is removed and artists can set up a material once to be efficiently reused throughout a game, they can spend much more time focusing on the more creative (and fun!) aspects of texturing. Yet in order to take full advantage of a physically based approach and ensure that each material responds as desired to any lighting condition, it is necessary to author with an awareness of how light actually interacts with different surfaces. This talk provides an easily accessible introduction to the principles of lighting and energy conservation before exploring guidelines for authoring infallible surface attribute maps. We will demonstrate the principles discussed and highlight the effect decisions made at the material creation stage affect the final render. *Presentation was co-presented with Sam Bugden : Senior Technical Artist, Geomerics.
GDC 2016 End-to-End Approach to Physically Based Rendering from Wes McDermott
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https://cdn.slidesharecdn.com/profile-photo-wesmcdermott9-48x48.jpg?cb=1523610726 - Professional 3D Artist with over 11 years experience. - Participated in several beta tests for Autodesk, The Foundry and Unity Technologies. - Author of Real World modo: In the Trenches with modo - Author or Creating 3D Game Art for the iPhone with Unity - Written articles for HDRI Magazine Specialties: game development, 3D modeling and texturing. https://www.allegorithmic.com/ https://cdn.slidesharecdn.com/ss_thumbnails/substancelumberyard-160331173212-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/gdc-2016-using-substance-in-lumberyard/60295053 GDC 2016 Using Substan... https://cdn.slidesharecdn.com/ss_thumbnails/pbrgdc16-160331172125-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/gdc-2016-endtoend-approach-to-physically-based-rendering/60294641 GDC 2016 End-to-End Ap...