Working with Amazon Lumberyard at TurboSquid

Working with Amazon’s Lumberyard Engine

Ben Bickle Industry News, Real-Time, VR 0 Comments

At TurboSquid, we get a unique perspective on game engines. Instead of learning every facet of a single engine to make a completed game or experience, we instead learn a single facet of every engine on behalf of artists that look to us for guidance.

We recently announced StemCell, which (among other things) is an automation process that connects artists that want to focus on the platforms they’re comfortable with to all kinds of audiences by converting models from formats they know to various platforms and making them as if they were made specifically for those engines or renderers.

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Notes From the TurboSquid VR Lab: HoloLens Mini-Hackathon

Ben Bickle Company, VR 0 Comments

Check out this abstract visualization of the HoloLens spacial mapping data of the TurboSquid offices: https://goo.gl/1OJhfz


When working with new and experimental technologies, sometimes the best way to learn about how they work is to try and make something in them. Mike Harris, a member of the local New Orleans gamedev community, visited the TurboSquid office to work with us on a HoloLens project.

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TurboSquid at Red Stick Symposium

Nik Stephney Company, Industry News, VR

On Friday the 28th, LSU Digital Media Arts and Engineering is hosting the second annual Red Stick Symposium! This year, there’s a great lineup of speakers with decades of game development experience and a strong showing in VR. Mix this in with dozens of students and indies looking to make an impact in the games scene and you’ve got a recipe for incredible discussions and some awesome game demos. Read More

TurboSquid Virtual Reality Gallery

TurboSquid Launches VR Gallery: Cecoaliensa

Matthew Hales Real-Time, Site, VR

Examine the work of TurboSquid’s top VR horror artist, up-close and personal.

About the Artist

TurboSquid is thrilled to present the work of one of our most popular VR artists: Cecoaliensa. His creations will be well-known to many VR enthusiasts as they have been featured in some of VR’s most popular titles. No one who has ever had a Cecoaliensa zombie sneak up behind them as they desperately unload their virtual nine millimeter will ever forget it.

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TurboSquid Brings Virtual Surrealism to Surreal Salon 9

Matthew Hales VR

Last Saturday night, TurboSquid was thrilled to take part in the 9th annual Surreal Salon at Baton Rouge Gallery, a national juried exhibition of pop-surrealist art. The show was juried by one of the most talented artists working within the pop-surrealism movement today, Greg “Craola” Simkins, and featured incredible surrealist works from around the world.

TurboSquid at Surreal Salon 9

A guest at Surreal Salon 9 gets a VR demo from TurboSquid.

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Robo Recall by Epic Games

Unreal Engine 4.14 Is a Huge Update for VR

Matthew Hales 3D Modeling, Real-Time, Site, VR

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 ever skipped an otherwise perfect model because it seemed a bit too dense, you might give it a second look after seeing what 4.14 can do to optimize heavier assets.

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