White papers vary in quality; sometimes a vendor-written white paper can be commercial puffery devoid of substance, irritating to read, and counterproductive both for reader and sender. However, having written commercial white papers myself, I am often impressed with the work and care devoted to the subject matter in good white papers.
Last week's posting on the changes cloud computing will bring to what I termed "The Private Cloud Supply Chain" engendered really interesting and thought-provoking comments-so much so that I decided to expand on the posting and address the substance of the comments. To aid the discussion, I created a graphic outlining a cloud stack of services that must be in place for the cloud supply chain to operate. The graphic represents the different services that must be in place to support a cloud supply chain. Let
Lenovo's all-in-one IdeaCentre A600 PC combines substance, style and functionality to meet the needs of business -- but it would also be at home on any consumer's desk.
Carbon, just one atom thick, makes up the super-conductive substance known as graphene. Graphene, though, has new a competitor—silicene. And unlike graphene, silicene works in transistors.
Poor mental health can affect work performance in the form of burnout, absenteeism, turnover, workplace violence and substance abuse. On the other hand,
Lara D’Adda returns to 80 Level to tell us more about the Ghent Dystopia project and explain how the scene's numerous assets, decals, and dynamic elements were set up.
Stef Bracke talked about the Azurean Depths project, sharing how the underwater environment was created with Unreal Engine's PCG and detailing the creation process behind caustics, lighting, and post-process stages.
Michał Wawruch has walked us through the Durance of Hate Project, detailing modeling, texturing, and lighting pipelines, shared how Unreal Engine's PCG helped to create Diablo 2's environment, and gave some tips for aspiring artists.
Physicists at the University of Kansas have fabricated an innovative substance from two different atomic sheets that interlock much like Lego toy bricks
Florian Wehner showed us how the Ancient Cambodian Temple environment was set up with Unreal Engine 5 using RGB mask shaders, discussed the material creation in Substance 3D Painter, and explained why he created an asset catalog.
Reza Mortazavi walked us through the process of recreating the Nokia 3310, demonstrated the texturing steps, and explained how the surface details were made.
Denis Malakhov has walked us through the process of creating a hand saw, detailing modeling, texturing, and rendering pipelines, as well as shared some tips for aspiring artists.
EVR Studio shared a detailed overview of its Mustang 1965 project, explained how the scene and the car were set up in Houdini and Unreal Engine 5, discussed how the sand was simulated, and detailed its approach to lighting and rendering.
Artem Erikenov has shared his latest project, showcasing the creation of a medium-length hairstyle for a woman using Houdini. He also explores a comparison between Houdini and Ornatrix and provides a detailed walkthrough of the grooming process.
Michał Zieliński has shared the "Once Upon A Time In Hamburg" project, discussing the setup of composition, textures, and lighting, as well as providing insights into how the project was rendered in UE5.
Hi everyone, I'm glad to introduce my new personal project - Omen. This is the my personal work. Steps and Software:
- Sculpted in Zbrush
- The whole suit and cloaks were made in Marvelous Designer
- Modeling, retopology and UV unfolding in Maya (packing in Rizom UV)
- Bakes and Renders in Marmoset Toolbag
- Textures in Substance Painter
- Post production of photos and texture maps correction in Photoshop
Total polycount is 138k Tris.
3 - 4k texture sets for clothes and equipment
1 - 2k texture set for eye