Polycounts for Real-Time Content – Looking for Feedback

Ben Bickle Real-Time

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 is amplified when selling stock 3D assets that can go to all kinds of projects – you lose the project specific artistic and budgetary constraints that normally answer this question.

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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 on a HoloLens project.

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TurboSquid Scholarship

The TurboSquid 2017 Spring Scholarship

Paul Teall Company, Industry News

Over the course of this past year, many of our team members have been spending time participating in education-related initiatives. We’ve contributed to events such as the LSU student Animation Jam, the YouthForce NOLA Career Expo, and job opportunity discussions at our local community college. These events have given our team members a powerful opportunity to interact with and mentor potential future members of the industry that we love. Read More

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

Blender Support for CheckMate

TurboSquid Adding Blender Support to CheckMate

Paul Teall 3D Modeling, CheckMate, Industry News

We launched our CheckMate certification program back in 2011, and in that time we’ve hand inspected and certified over 40,000 products on TurboSquid. The spec has gone through a couple of updates over the years, but one thing that hasn’t changed much is the list of formats that we certify – 3ds Max, Maya, Cinema4D, and Lightwave. We’re happy to announce that we’ll soon be adding a new format to the mix: Blender. Read More

StemCell Dinner at GDC

Nik Stephney Industry News, Site

Last week was a busy week for us here at TurboSquid! We released the StemCell beta on Monday, and we also officially made models from PC game Wasteland 2 available for purchase on Thursday. Finally, we had several people roaming the halls of the Game Developers Conference (GDC) in San Francisco – Matt Wisdom (CEO), Beau Perschall (VP of Biz Dev), Dan Lion (VP of Sales), Dade Orgeron (VP of Creative Tech), Matthew Hales (VP of Immersive Tech), and Ben Bickle (Associate Producer).

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