Michał Mierzejewski

Michał Mierzejewski

Michał Mierzejewski
More ideas from Michał

artist Theodor Gerhamn did a detailed breakdown of his fantastic scene, which combines realistic and artistic approach to production.

A forest scene I created for CRYENGINE using Quixel Megascans. I recorded every step of the construction process, asset import and setup in-engine, using CRYENGINE Sandbox, and setting up real-time lighting/postprocessing/grading. I also composed music

Josh Lynch: A Personal Take on Scanned Materials

This ecosystem is based on the “temperate broadleaf forest” biomes.All ecosystem is Real-Time Procedural Placement on landscape. In just 2 minutes, the entire ecosystem is created on

https://80.lv/articles/procedural-landscape-ecosystem-for-ue4/

This ecosystem is based on the “temperate broadleaf forest” biomes.All ecosystem is Real-Time Procedural Placement on landscape. In just 2 minutes, the entire ecosystem is created on

https://80.lv/articles/a-visual-guide-to-de-lighting-strategies/

Ludovico Antonicelli shows how you can create an albedo texture ready to be used in render engines.

https://80.lv/articles/rendering-scanned-vegetation-in-real-time/

Rendering Scanned Vegetation in Real-Time

https://80.lv/articles/real-time-photorealism/

Just Some Computer Generated Rocks Rendered in Real-Time

https://80.lv/articles/building-rocks-for-games-with-photogrammetry/

Sébastien Van Elverdinghe discussed his approach to the creation of awesome assets by taking a bunch of photos and doing some magic.