Resources

Resources

Links:

-Guide to Digital Colours: https://hg2dc.com

– Ryan Brucks (Epic Games Principal Technical Artist): https://shaderbits.com

– Elhoussine Mehnik (Ai Programmer Ubisoft): https://ue4resources.com

– Tom Looman( Former Engineer Epic Games): https://www.tomlooman.com

– Fundamentals of Color Theory: https://en.99designs.ch/blog/t…derstanding-color-theory/

– Sjoerd De Jong (Evangelist Epic Games): http://www.hourences.com/

– CG from Scratch: https://www.scratchapixel.com/index.php?redirect

– Cheap Water Caucastic: https://medium.com/hri-tech/ch…stics-in-ue4-ee1d3ac0cae1

– Gerstner Waves: https://80.lv/articles/tutoria…ader-with-gerstner-waves/

– Laws of Ux: https://lawsofux.com/

– Glossary of Computer Graphics :https://en.wikipedia.org/wiki/Glossary_of_computer_graphics

– Game Developer Conference (Youtube) : https://youtube.com/c/Gdconf

– tips thread: https://twitter.com/i/events/1064095060319498240?s=21

– old Interface back: https://twitter.com/houssineme…/1305193538817323011?s=21

– game ui reference: https://www.gameuidatabase.com/

– random tip: https://twitter.com/highlyspam…/1328861144946143233?s=21

– fake fluid: https://twitter.com/shaderbits…/1268968994247249923?s=21

– texel density für UE4: https://twitter.com/matt_cane_…/1354467224946409475?s=21

– C++ UE4 Guide: https://jip.dev/notes/unreal-engine/

– how ue4 renders a frame: https://interplayoflight.wordp…w-unreal-renders-a-frame/

– Sebastien Hillaire (Engineer Epic Games) : https://sebh.github.io/

– Brian Karis (Graphics Engineer Epic Games): http://graphicrants.blogspot.com/

– Sebastien Lagarde (Unity Studio Head): https://seblagarde.wordpress.com/

– Polycount Wiki http://wiki.polycount.com/wiki/Polycount

– Car Blueprints: https://www.the-blueprints.com/

– game cities: https://www.game-cities.com/

– creating video game cities: https://medium.com/@Konstantin…-game-cities-4cacb4cb83db

https://www.gamasutra.com/blog…n_of_Videogame_Cities.php

or https://www.gamasutra.com/

-random blog: https://stevelois.com/

– car design: https://www.carbodydesign.com/…odeling-cars-in-polygons/

or  https://www.carbodydesign.com/

-animation guide 2d: http://lukehughesdesign.blogspot.com/

– IES texture Philips: https://www.usa.lighting.phili…ture/photometric-data#led

-All about Texel Density: https://www.artstation.com/artwork/qbOqP

-developer textures: http://scmapdb.com/wad:developer-textures

– html color codes: https://htmlcolorcodes.com/color-picker/

– Michel Orzelek (Blog): http://www.michalorzelek.com/blog/

– custom map generator: https://mapchart.net/

– vectorizer:https://online-converting.com/vectorize/

– cc fonts: https://fonts.google.com/

– mesh labs (optimizer): https://www.meshlab.net/

– sculpt gl (webapp): https://stephaneginier.com/sculptgl/

– raw processing tool: https://www.rawtherapee.com/

– 80lv article : https://80.lv/articles/alireza-khajehali-mixing-ue4-with-megascans/

– decal to single actor: https://forums.unrealengine.com/t/can-we-not-apply-a-decal-to-a-single-actor/117583

– performance guidlines for artists: https://docs.unrealengine.com/en-US/TestingAndOptimization/PerformanceAndProfiling/Guidelines/index.html

– graphics stanford university: https://graphics.stanford.edu/

– graphics pixar https://graphics.pixar.com/library/

– gamedev : https://gamedev.net/

– Pure Data Lecture : https://www.youtube.com/watch?v=2_P7MVQnmZk

– desert modelling: https://robgreenart.wordpress.com/2016/04/26/developments-modelling-desert-ground-plane/

– desert heighmap: https://earthobservatory.nasa.gov/images/50140/elevation-map-of-badain-jaran-desert

– blog about creating desert: https://www.florisgroen.com/blog/

– simplygon optimization tool: https://www.simplygon.com/

– udim workflow : https://learn.foundry.com/modo/901/content/help/pages/uving/udim_workflow.html

-raymarching: https://medium.com/@ArmstrongCS/raymarching-1-the-basics-d6f3e70fb430

– cc search : https://search.creativecommons.org/

– cc museum: https://www.metmuseum.org/blogs/digital-underground/2017/open-access-at-the-met

– city creation: https://www.theguardian.com/cities/2015/jun/30/how-build-city-step-by-step-diy-guide

– how-to design town: http://www.fantasticmaps.com/2013/03/how-to-design-a-town/

– worldbuilding resources: http://kennethjorgensen.com/worldbuilding/resources

-worldbuilding survey: https://onestopforwriters.com/about_wbt

– on naming people/spaces : https://drive.google.com/file/d/1pu-2xp7V7oYoElESMtWfv4LP85yZCXyZ/view

-list of dimensions: https://www.dimensions.com/

– normal map guide : http://www.3dkingdoms.com/tutorial.htm 

– gamedev resources: https://github.com/Kavex/GameDev-Resources

-design resources: https://github.com/gztchan/awesome-design

-design tools: https://github.com/gztchan/awesome-design

– textures: https://freepbr.com/

– stockphotos: https://pixabay.com/

– textures: https://www.tonytextures.de/kostenlose-textur-foto-sammlung-architekturvisualisierung/

– textures: http://texturer.com/

– textures: https://opengameart.org/textures/all

– textures: https://www.goodtextures.com/

-3d glossary: http://www.ericchadwick.com/portfolio/glossary/

– polycount article: https://polycount.com/discussion/155894/decal-technique-from-star-citizen

– vertex normal: http://wiki.polycount.com/wiki/VertexNormal

– water of uncharted: https://www.gdcvault.com/play/1015309/Water-Technology-of

– normal mapping: http://ogldev.atspace.co.uk/www/tutorial26/tutorial26.html

– linear or gamma color: https://docs.unity3d.com/Manual/LinearRendering-LinearOrGammaWorkflow.html

– color space : https://docs.unity3d.com/Manual/LinearLighting.html

– heightmap: https://docs.unity3d.com/Manual/StandardShaderMaterialParameterHeightMap.html

– normal map: https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html

– normal mapping: https://learnopengl.com/Advanced-Lighting/Normal-Mapping

-creating cars for need for speed: http://www.speedhunters.com/2011/11/behind_the_scenes_creating_cars_need_for_speed_run/

-normal mapping: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map

-Optimization http://www.ericchadwick.com/examples/provost/byf1.html

– about polygons: http://wiki.polycount.com/wiki/Polygon_Count

– normal map: http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Tangent-Space_vs._Object-Space

– texturecoordinates: http://wiki.polycount.com/wiki/Texture_Coordinates

– vertexcounts/normalmap : https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts

– normal map: http://wiki.polycount.com/wiki/Normal_Map_Modeling

height map: https://cgcookie.com/lesson/height-maps-vs-normal-maps

– forum: https://pixelation.org/index.php?action=profile;u=6531;area=showposts;start=20

– deviantart: https://www.deviantart.com/

– artstation: https://www.artstation.com/

– materialx: https://www.materialx.org/

-3dtotal : https://3dtotal.com/

– textures: https://cc0textures.com/

– blogposts: https://halisavakis.com/technically-art-issue-90-19-03-2021/

– coiled shader: https://medium.com/xrlo-extended-reality-lowdown/how-to-create-a-coiled-cable-shader-in-ue4-8bb47777d8ab

– 3d glossary: http://3drender.com/glossary/index.htm

– modelling guide: https://80.lv/articles/making-a-honda-bike-with-maya-ue4/

– fake lightning: https://www.criticalfailure-studio.com/faking-2d-lights-on-unreal/

– mesh decals: https://docs.unrealengine.com/en-US/WorkingWithContent/MeshDecals/index.html

– model a city: https://www.creativebloq.com/features/17-top-tips-for-modelling-a-complex-3d-city-scene

– world coordinates: http://www.aclockworkberry.com/world-coordinate-systems-in-3ds-max-unity-and-unreal-engine/

– ue4 community wiki: https://www.ue4community.wiki/

– blog selfshadow : https://blog.selfshadow.com/

– uncharted lighning and shading: http://advances.realtimerendering.com/s2010/Hable-Uncharted2%28SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course%29.pdf

– flipbook tutorial: https://jesshiderue4.wordpress.com/materials/flipbook-node-creating-an-animated-texture/

– textur packer: https://www.codeandweb.com/texturepacker

– uv-tricks : http://www.tharlevfx.com/unreal-4-uv-tricks

– noise generator: http://www.kitfox.com/projects/perlinNoiseMaker/index.html

– guide for weapon modelling: https://80.lv/articles/studying-weapon-art-reference-subd-modeling-texturing/

– anotomy for sculpters: https://anatomy4sculptors.com/blogs/articles

– clothing of uncharted: https://www.artstation.com/artwork/6kEmV

– why unreal is inviteable : http://alextardif.com/Unreal.html

– creating character: https://80.lv/articles/creating-a-realistic-captain-in-zbrush-marvelous-designer/

– lightning breakdown: https://twitter.com/peter_rrrrr/status/1383867721880723469?s=21

– alternatives for adobe: https://twitter.com/zartheitalian/status/1381730890582200323?s=21

– local volumetric fog: https://twitter.com/highlyspammable/status/1367682880382541826?s=21

-free software alternatives: https://openvisualfx.com/software/

– color ramps : https://gumroad.com/l/COLORRAMP

– nasa model/textures : https://nasa3d.arc.nasa.gov/

– weta digital podcast : https://www.wetafx.co.nz/podcasts/

– graphity decals : https://drive.google.com/drive/folders/1gLHLAKJYp22yjoSBMPDeLPa5QY_gEvgf

– Ior List : https://pixelandpoly.com/ior.html

– website about industrial parts : https://www.mcmaster.com/

– feather creator for blender: https://gumroad.com/l/JDLkA

– 3d models : https://3d.si.edu/

-geomap of the moon : https://astrogeology.usgs.gov/search/map/Moon/Geology/Unified_Geologic_Map_of_the_Moon_GIS

– turbosquid 3models : https://www.turbosquid.com/

– sketchfab 3dmodels : https://sketchfab.com/feed

– textures : https://texture.ninja/

– adobe color wheel : https://color.adobe.com/de/create/color-wheel

– sheepit blender renderfarm : https://www.sheepit-renderfarm.com/

– 3d model search machine : https://3dmdb.com/

– 3d models : http://www.rickdellis.com/downloads

– 3d topology guide : https://topologyguides.com/

– IES files : https://gumroad.com/l/FXsj

– IES files : https://renderman.pixar.com/ies-profiles

– scanned objects : https://www.myminifactory.com/scantheworld/

– textures : https://www.cgbookcase.com/textures

– 3d models : https://3dmodelhaven.com/models/?c=all

– hdri : https://hdrihaven.com/

– textures: https://texturehaven.com/

– surface imperfections : https://www.artstation.com/marketplace/p/3yAy/free-surface-imperfections-pack

– doc about pbr : https://docs.google.com/document/u/0/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/mobilebasic

– ue4 ressources : https://unrealxeditor.wordpress.com/my-tutorials/unreal-engine-4/

– ui performance ue4 : https://benui.ca/unreal/ui-performance/

– fake fluid unity : https://twitter.com/minionsart/status/986374665399685121?s=21

– ai animation : https://twitter.com/blacksquirrel__/status/1270552963388334082?s=21

– game options explained : https://www.pcgamer.com/pc-graphics-options-explained/

– carnegie mellon mocap : http://mocap.cs.cmu.edu/

– car design : https://www.carbodydesign.com/article/59531-modeling-cars-in-polygons/

– animation design : http://lukehughesdesign.blogspot.com/p/drawing-for-animation-2-knb122_23.html

– fake caucastic : https://www.shadertoy.com/view/wlc3zr

– financal workbook : https://docs.google.com/spreadsheets/d/1bov4i-E2BjOWY5F-a0GCSf2NHUVpoCBqLK5ypJ3wAWM/htmlview

-3d art in games : https://www.notion.so/Reference-for-3D-Art-In-Games-2020-00efa37d7c964871af6ca8f460a9e8f9

https://www.polyphony.co.jp/publications/sa2018/

https://gpuopen.com/learn/porting-detroit-1/

http://www.jcgt.org/published/0010/01/01/

https://twitter.com/blacksquir…/1270552963388334082?s=21

https://twitter.com/thevtran/status/1349417360843812870?s=21

http://casual-effects.blogspot…aphics-pronunciation.html

https://www.activision.com/cdn…f_Duty_Modern_Warfare.pdf

https://diglib.eg.org/bitstrea…f14050/v39i4pp013-022.pdf

https://666uille.files.wordpre…gytools-onlinevideos1.pdf

https://www.designingbuildings.co.uk/wiki/Home

Books:

– The Art of Game Design von Jesse Schell

– Game Mechanics: Advanced Game Design von Ernest Adams, Joris Dormans

– An Architectural Approach to Level Design von Christopher W. Totten

– Level Design: Concept Theory Pratice von Rudolf Kremers

– Better Game Character by Design: A psychological approach von Katharine Isbister

– Virtual Character Desing for Games and Interactive Media von Robin J.S. Sloan

– Creative Character Design von Bryan Tillman

– The How‘s and Why‘s of Level Design von Sjoerd De Jong

– Designing Sound von Andy Farnell

– Game Architecture and Design von Andrew Rollings und Dave Morris

– 3d automotive modeling: An Insider's Guide to 3D Car Modeling and Design for Games and Film von Andrew Gahan

– Practical Ui von Diana MacDonald

– Ux Fundamentals von Edward Stull

– Game Design Workshop von Tracy Fullerton

– Game Feel von Steve Swink

– the ultimate guide to videogame writing and design von Flint dill

– the animators survival kit von richard williams

-Stop Staring Facial Modelling and Animation done right von jason osipa

– ultimate game design von tom meigs

– Digital Animation bible von george avgerakis

– Level of Detail for 3d Graphics; David Luebke et al

– The illusion of life ; Frank Thomas, Ollie Johnston

-Man, Play and Games ; Roger Caillois

– [digital] modeling ; william vaughan

– [digital] rendering; jeremy birn

– [digital] texturing&painting ; owen demers

– 3d art essentials ; ami chopine

– the dark side of game textures ; david franson

– handbook of lightning design; rüdiger ganslandt, harald hofman

– the anatomy of type : stephen coles

– making noise ; han wei shen

– blender secrets 1-3; jan van den hemel

-Anatomy for sculpters ; uldis zarins

– blender for dummies ; jason van gumster

– blender 3d incredible machines; Christopher Kuhn

– design by nature ; maggie macnar

– the fundamentals of interior design ; simon dodsworth

– learning blender ; oliver villar

– complexity and contradiction in architecture; robert venturi

– delirious new york , rem koolhaas

– emotional design ; donald a norman

– speed read car design ; tom lewin

– game sound ; karen collins 

– sound design and science fiction ; william whittington

– let run your neurons ; david s. ebert , f. kenton musgrave et al

– blender master class ; ben simonds

– color and light ; james gurney

Youtube Tutorial:

Face The Edge: https://www.youtube.com/channel/UCz8IVpIpyd3gKH1fmL7BkfA/videos

CG Geek: https://www.youtube.com/channel/UCG8AxMVa6eutIGxrdnDxWpQ

Jayanam: https://www.youtube.com/channel/UCs5J4GVRB8s2P4hE-O0izrg

Warren Marshall: https://www.youtube.com/channel/UC5dRrOarPI6ufGWsabG28FQ

Sir Wade Neistadt: https://www.youtube.com/channel/UCH64i_nElTFZlYE98oN8Idw

Matthew Palaje: https://www.youtube.com/channel/UCqPKRjVm36xmxu1OiegTWWg

Game Dev Academy: https://www.youtube.com/channel/UCOeB7iML5JQPOQjbwDWHXSg

Mike Thal: https://www.youtube.com/channel/UCHF_0G2vWQ9SZo6P_ep2xEg

Brian Aldridge: https://www.youtube.com/channel/UCp_eYe1mCaDhPlQtCGI4wvQ

Ian Hubert: https://www.youtube.com/channel/UCbmxZRQk-X0p-TOxd6PEYJA

Steven Scott: https://www.youtube.com/channel/UCiy-QcXrvu9hhe4arymNcfw

TharleVFX: https://www.youtube.com/channel/UCzyMNIlh7lBQnIagTrEh1ZA

Curtis Holt: https://www.youtube.com/channel/UCzghqpGuEmk4YdVewxA79GA

Ryan Laley: https://www.youtube.com/channel/UCsS5i15vvUbwfr_1JdRKCAA

Dan Zaidan: https://www.youtube.com/channel/UCkG6WU8eYvNYOgMhnpAUf4Q

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