Real Perspective Gained for Real-Time Content at GDC 2016

Beau Perschall Site

GDC 2016 has come and gone. Now that the dust has settled and my feet have recovered (as I personally walked well over 25 miles over the course of the week between classes, the expo and numerous meetings with partners) I felt it was important to give you some insights as to what I experienced and learned during the show.

First and foremost, there is no question that the future is bright for real-time model producers, especially on TurboSquid. Read More

Image courtesy of TurboSquid. 3D model by artist cgwarehouse

IRL Review of the PSVR from GDC16

Matthew Hales Real-Time, Site, VR

Sony’s PlayStation VR [PSVR] headset is an interesting case. Having recently received a demo of the device it’s clear that it can’t be easily ranked against its peers in the high-end VR space, the Oculus Rift and the HTC Vive. A lot of this has to do with display tech.

Solving for the “Screen Door Effect”

With less per-eye resolution than the other two (1080×1200 for Rift and Vive, 960×1080 for PSVR), the displayed imagery is noticeably less crisp than that of the Vive or Rift. Read More

Screen Shot 2016-03-15 at 5.06.25 PM

GameTextures Inks Deal with TurboSquid to Distribute Over 1,000 PBR Substances

Adele Tiblier Company, Press Release, Real-Time, Site

TurboSquid, the leader in providing 3D models for professionals, announces a partnership with GameTextures who has added distribution of over 1,200 of their materials and substances to the TurboSquid library.

 

GameTextures.com is a Seattle-based video game art studio focused on providing high quality, easy-to-use Physically-Based and Substance Materials. They have been heralded as the first such library to launch with the Physically Based standard, and these materials have been showcased in thousands of game titles, ranging from AAA to Indie. Read More
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Virtual Reality and 3D Asset Prep

Adele Tiblier Real-Time, Site, VR

Our own VP of Creative, (the biggest VR enthusiast in our office by far), recently combined his love of 3D model making and his countless hours of immersion into this new platform to create a deeper dive into the differences between developing a conventional video game versus one that will be experienced via virtual reality. The full article, Keeping it Canny – Asset Preparation for Virtual Reality (available on Medium), digs into the demands made on 3D assets used in the development of this evolving and ever-expanding breed of content. Read More

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TurboSquid Launches Portal Exposing over 60,000 Real-Time 3D Assets

Adele Tiblier Press Release, Real-Time, Site

Today, TurboSquid announces the launch of a real-time portal that provides easy access to the world’s largest library of 3D model content for game, AR, VR, and real-time app development.

For 16 years, TurboSquid has been the source for professional 3D models for everyone from architects to visual effects artists. In that time, few industries have shown as much growth as that of the games industry. Read More