For the past few years at Artillery I’ve had the opportunity to lead the Rendering, Lighting and Post-Processing pipeline on Guardians of Atlas among many other projects. Here’s a quick overview of what a frame looks like in our compositor.
HexGL, now playable on Android and FirefoxOS
This has been waiting on HexGL’s git repo for too long. Now that WebGL is on by default on Chrome and a few Firefox OS devices are out in the wild, it’s time for me to publicly release the mobile version of HexGL!
This edition features a mobile-optimized rendering pipeline, lower resolution assets and touch/motion controls.
Links
Play it on your Android or Firefox OS device here via any WebGL-enabled mobile browser.
As for the source code, you can check it out on Github in the dev branch of HexGL’s repo.
Light baking and automatic UV unwrap in 3DS Max
Having a big mesh composed of a multitude of simple geometry shapes can be long and painful to map UVs for light baking and rendering advanced lighting into a texture can save up a lot of resources when rendering static meshes in real time.
In this tutorial, we’ll show you how to automatically unwrap UVs and bake advanced and cost-heavy lighting components (Ambient Occlusion, Shadows, Caustics, Global illumination) into a lightmap texture using Max’s RenderToTexture function for later use in a real time rendering pipeline.
Introducing HexGL, a WebGL racing game
HexGL is a futuristic, fast-paced, futuristic racing game I built using HTML5, Javascript and WebGL. I’ve been working on this side project for a little less than two months now, and it is now time to release it in beta.
Head over to hexgl.bkcore.com to play it straight in your browser!