Polycounts for Real-Time Content – Looking for Feedback

Ben Bickle Real-Time 3 Comments

I’m sure you’ve asked yourself ‘how many polygons should this object be?’ at some point, especially if you’re involved in real-time asset workflows. To make matters worse, when you go to any online forum to ask for an answer, more often than not, the answer you’ll get is ‘it depends.’ This can be a tough question to answer. The issue …

Robo Recall by Epic Games

Unreal Engine 4.14 Is a Huge Update for VR

Matthew Hales 3D Modeling, Real-Time, Site, VR Leave a Comment

Epic’s Unreal Engine 4.14 is a beefy update all around, and includes great stuff for TurboSquid users– especially those creating VR content. Real-time, GPU-rendered graphics have always required a tight belt when it comes to poly counts and texture sizes, and the introduction this year of consumer VR hardware has brought with it a renewed emphasis on optimization. If you’ve …

Virtual Hands and the New Oculus Touch Controllers

Matthew Hales Industry News, Real-Time, Site, VR Leave a Comment

The demo floor at Oculus Connect 3 covers every kind of experience that their hardware can deliver, but the heat is clearly on the massive area dedicated to showing off their soon-to-be-available Oculus Touch hand controllers. Rightly so. When HTC’s Vive launched back in April it shipped with hand controllers, and Vive users can attest to how transformative true tracked …

Making Real-Time Great Again: A Q&A with Denys Almaral

Beau Perschall Artists, Real-Time, Site Leave a Comment

TurboSquid artist Denys Almaral has always had the ability to bring humor and personality to his 3D models. Recently, he published a hilarious new caricature of US Presidential Candidate Donald Trump. What intrigued us most was that Denys had not only created an amazing model, but he’d spent the time getting it to work within the Unreal Engine so that game …

Where Does Room-Scale VR Fit In?

Matthew Hales Real-Time, Site, VR Leave a Comment

The long-awaited delivery of HTC’s Vive virtual reality headsets to those who pre-ordered their units back in February is now well underway. While the arrival of the first (and currently only) commercially available hardware that delivers true VR presence at room-scale is great news, it is not without it’s practical challenges. The Vive’s preference for a 15’ x 15’ cleared …