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EXIL Dev-blog 9 : Going to the Unreal Engine 4 | April 12th, 2014 - 07h45 | No. 39
| Cat : EXIL, Game, Marmoset Toolbag, Maya, Technical, Unreal Development Kit, Unreal Engine 4, zBrush |

A bit of time passed since my last dev-blog post (I feel like I’m coming back from the graveyard, my last dev-blog was one year ago). It’s not that I didn’t wanted to give more updates, unfortunately my school became very overwhelming, same case for some other projects. I still kept working on Exil here and there, but often not very focused. Most of the time it was for minor features. Those following me on Twitter had the chance to[...] >> Read more.


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Why Tomb Raider doesn’t work | August 06th, 2013 - 11h48 | No.38
| Cat : Game, Review |

This blog post is a personal review about the last Tomb Raider game, which came out the 5 march 2013. It contains no spoiler about the story. Before talking about the game, I would like to be sure that everybody reading this understand my initial point of view. I don’t see myself neither as a casual gamer or an hardcore gamer, I’m between these two states. I have done some Tomb Raider games before (Legend, Anniversary and Underworld for example),[...] >> Read more.


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xNormal 3.18.3 : Offset mesh tutorial | July 04th, 2013 - 19h16 | No.37
| Cat : Maya, Technical, Tutorial, xNormal |

A few weeks ago I asked the integration of a feature in xNormal : the ability to offset an High-poly mesh during a bake to avoid intersections. Before that, xNormal was able to reduce the intersections artifacts by using an anti-aliasing setting, however this setting increase a lot the render time (the computation is logarithmic). There is also the solution to bake one piece at time, but this process multiply the number of textures that you have to bake and[...] >> Read more.


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[maya] froRetopo 3.5 : a fast and easy retopology tool | June 24th, 2013 - 04h39 | No.36
| Cat : Maya, Technical, Tutorial |

I’m releasing today a script that I was working on since a very long time (1 or 2 years). I got a little boost in the development with the help of Chris Cunningham (aka Passerby). I started this script because I was looking for a good retopolgy tool that I never found. The problem when using an external app for the retopology is that you don’t get all the power of your classic 3D software when you need it, and[...] >> Read more.


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EXIL Dev-blog 8 : Logo and a skeleton | April 29th, 2013 - 21h35 | No.35
| Cat : EXIL, Technical, Unreal Development Kit, zBrush |

Dev-blog of April, it will be short unfortunately (next month will probably be a small update too), mostly because of the FBX bug I meet these last days. It slowed down a lot my “production”. If you want more details on this bug, I wrote a detailed post about it here. I also spend a bit of time on updating my Maya scripts (mostly my retopolgy tools) because they really needed it. Skeleton I worked on an other part of[...] >> Read more.


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