Working with Amazon Lumberyard at TurboSquid

Working with Amazon’s Lumberyard Engine

Ben Bickle Industry News, Real-Time, VR

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 …

Notes From the TurboSquid VR Lab: HoloLens Mini-Hackathon

Ben Bickle Company, VR

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 …

TurboSquid Virtual Reality Gallery

TurboSquid Launches VR Gallery: Cecoaliensa

Matthew Hales Real-Time, Site, VR

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 …

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. Two Oculus Rift +Touch room-scale …

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 …