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Once again, Yamazaki made a rough model in ZBrush and Taguchi expanded it into something detailed enough for IMAX theaters. In the process, Godzilla became "sharper and more pointy", especially its dorsal plates. Its eyes were "golden, almond-shaped", almost human, and relatively small in imitation of Hollywood Godzillas. [5]
Maxon ZBrush is a digital sculpting tool that combines 3D/2.5D modeling, texturing and painting. It uses a proprietary " pixol " technology which stores lighting, color, material , orientation and depth information for the points making up all objects on the screen.
A digital model made with ZBrush. Digital sculpting, also known as sculpt modeling or 3D sculpting, is the use of software that offers tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay.
Source Filmmaker is a tool for animating, editing, and rendering 3D animated videos using assets from most games which use the Source engine, such as sounds, models, and, backdrops.
3D animation of ambient occlusion enabled on the animation to the right. In the absence of hardware-assisted ray traced ambient occlusion, real-time applications such as computer games can use screen space ambient occlusion (SSAO) techniques such as horizon-based ambient occlusion including HBAO and ground-truth ambient occlusion (GTAO) as a faster approximation of true ambient occlusion ...
In 2011, Daz 3D moved to the Genesis platform, where instead of each figured being designed individually, they were derived as morphs from the base mesh. Two of the key differences that this technology created were: the ability for characters to be blended into a huge variety of shapes; and, since these shapes were all derived from a common base, add-on content like clothing, hair, and ...
The glyphs in Block Elements each share the same character width in most supported fonts, allowing them to be used graphically in row and column arrangements. However, the block does not contain a space character of its own and ASCII space may or may not render at the same width as Block Elements glyphs, as those characters are intended to be ...
1989: First computer-generated 3-D character to show emotion, the pseudopod creature in The Abyss [65] 1991: First dimensional matte painting – where a traditional matte painting was mapped onto 3-D geometry, allowing for camera parallax, in Hook. [66] 1991: First computer-generated main character, the T-1000 in Terminator 2: Judgment Day [67]