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	<title>game development &bull; Archives Creative Shrimp</title>
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	<description>Blender tutorials and courses for 3D artists</description>
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		<title>Unreal Engine Marketplace: Open for Contributions</title>
		<link>https://www.creativeshrimp.com/unreal-engine-marketplace-open-for-community-contributions.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Tue, 09 Sep 2014 17:31:56 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Unreal engine]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8590</guid>

					<description><![CDATA[<p>We have a good news here for indie developers: asset store for Unreal Engine now accepts user content. Developers will receive 70% of the price of the item.  While Epic will continue posting new content, now it&#8217;s a whole new story. It seams that Unity Asset Store just got a strong competitor. https://www.unrealengine.com/marketplace Thumbnail image</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/unreal-engine-marketplace-open-for-community-contributions.html">Unreal Engine Marketplace: Open for Contributions</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>We have a good news here for indie developers: asset store for Unreal Engine now accepts user content. Developers will receive 70% of the price of the item.  While Epic will continue posting new content, now it&#8217;s a whole new story. It seams that Unity Asset Store just got a strong competitor.</p>
<p><span id="more-8590"></span></p>
<p><a href="https://www.unrealengine.com/marketplace">https://www.unrealengine.com/marketplace</a></p>
<p>Thumbnail image features <strong>Lowpoly Skeleton pack</strong> by BitGem3d</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/unreal-engine-marketplace-open-for-community-contributions.html">Unreal Engine Marketplace: Open for Contributions</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
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		<item>
		<title>Game Level Texturing: Clone from Second UV Map (PART 4.5/5)</title>
		<link>https://www.creativeshrimp.com/game-level-texturing-refine-the-texture-part-4-55.html</link>
					<comments>https://www.creativeshrimp.com/game-level-texturing-refine-the-texture-part-4-55.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Mon, 11 Aug 2014 12:09:20 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[texturing]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8522</guid>

					<description><![CDATA[<p>In this quick tutorial we&#8217;ll continue to explore the cool texturing techniques to finish the game level.&#160;In particular, we&#8217;ll&#160;make use of Clone From Second UV Map tool in Blender. Texture Projection &#8211;&#160;Filling in the Blank Space In the previous part, called Paint and project the texture, we projected our hand-painted texture from 2 cameras. And</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-refine-the-texture-part-4-55.html">Game Level Texturing: Clone from Second UV Map (PART 4.5/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>In this quick tutorial we&#8217;ll continue to explore the cool texturing techniques to finish the game level.&nbsp;In particular, we&#8217;ll&nbsp;make use of <strong>Clone From Second UV Map</strong> tool in Blender.</p>



<span id="more-8522"></span>


<div class="youtube-responsive-container"><iframe src="//www.youtube.com/embed/6_DNBTi1Xtw" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">Texture Projection &#8211;&nbsp;Filling in the Blank Space</h2>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/08/blender-texturing-02.jpg"><img decoding="async" fetchpriority="high" width="1280" height="720" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/blender-texturing-02.jpg" alt="blender clone from second uv map" class="wp-image-9292"/></a></figure>



<p>In the previous part, called Paint and project the texture, we projected our hand-painted texture from 2 cameras. And still we see some blank spaces.</p>



<h3 class="wp-block-heading">Solutions:</h3>



<p>1. We may repeat the projection process from 3-rd camera</p>



<p>2. Paint the rest of the texture by hand in Photoshop or Gimp</p>



<p>3. Or we can make a second UV map, quickly unwrap these blank spaces and clone from second UV&nbsp;map back. Sounds weird?</p>



<p>It&#8217;s easier than it sounds.</p>



<h2 class="wp-block-heading">Clone from Second UV map</h2>



<p>First, let&#8217;s create the <a href="http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Layout_Management">2nd&nbsp;UV set</a>.</p>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/08/blender-second-uv-map.jpg"><img decoding="async" width="534" height="399" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/blender-second-uv-map.jpg" alt="blender second uv map" class="wp-image-9291"/></a></figure>



<p>Then, select the polygons&nbsp;that you want to fill in, press U to Unwrap and select<strong> Smart UV Project</strong> or just <strong>Unwrap</strong>. After doing it, in the Image Editor move uv island to already textured space.</p>



<p>Lastly, you need to use the Clone from Second UV map tool to clone those freshly textured parts to our main UV set. Get it?</p>



<h2 class="wp-block-heading">The Texture</h2>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/08/texture.jpg"><img decoding="async" loading="lazy" width="1280" height="1280" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/texture.jpg" alt="texture" class="wp-image-9293" srcset="https://www.creativeshrimp.com/wp-content/uploads/2014/08/texture.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2014/08/texture-80x80.jpg 80w, https://www.creativeshrimp.com/wp-content/uploads/2014/08/texture-160x160.jpg 160w" sizes="(max-width: 1280px) 100vw, 1280px" /></a><figcaption class="wp-element-caption">Final texture</figcaption></figure>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading"><a href="/game-level-texturing-introduction-part.html">Game Level Texturing</a></h2>



<p>In this series of tutorials&nbsp;we talk about:</p>



<p><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-introduction-part-25.html"><span style="font-weight: bold; font-style: inherit;">1. Block out the model &amp;&nbsp;Optimize it</span></a><br /><span style="font-weight: bold; font-style: inherit;"><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-texture-atlas-part-35.html">2. Unwrap everything into 1 UV map</a></span><br /><strong><a href="/game-level-texturing-projection-part-45.html">3. Paint and project the texture</a></strong><br /><strong><a href="/2014/08/game-level-texturing-refine-the-texture-part-4-55.html">4. Clone details from 2-nd UV map</a></strong><br /><strong><a href="/2014/08/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html">5. Bake it</a></strong><br />6. Enjoy the result and start making games (this is optional)</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-refine-the-texture-part-4-55.html">Game Level Texturing: Clone from Second UV Map (PART 4.5/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
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			</item>
		<item>
		<title>Sketchfab previews Physically Based Rendering at Siggraph 2014</title>
		<link>https://www.creativeshrimp.com/sketchfab-previews-physically-based-rendering-at-siggraph-2014.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Sun, 10 Aug 2014 07:22:41 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[siggraph]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8517</guid>

					<description><![CDATA[<p>In comparison to &#8216;traditional&#8217; approch to realtime material-lighting interaction, PBR provides more physically correct result. What does it mean for game developers? Simply: the approach quite familiar to CG artists who work with offline graphics. And looking at the industry, it&#8217;s evident that the trend of Physically Based Rendering keeps getting stronger: Unity and Unreal</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/sketchfab-previews-physically-based-rendering-at-siggraph-2014.html">Sketchfab previews Physically Based Rendering at Siggraph 2014</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>In comparison to &#8216;traditional&#8217; approch to realtime material-lighting interaction, PBR provides more physically correct result. What does it mean for game developers? Simply: the approach quite familiar to CG artists who work with offline graphics.</p>
<p><span id="more-8517"></span></p>
<p>And looking at the industry, it&#8217;s evident that the trend of Physically Based Rendering keeps getting stronger: <a href="http://unity3d.com">Unity </a>and <a href="http://unrealengine.com">Unreal 4</a> just have adopted it.</p>
<p><a href="https://labs.sketchfab.com/siggraph2014/">https://labs.sketchfab.com/siggraph2014/</a></p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/sketchfab-previews-physically-based-rendering-at-siggraph-2014.html">Sketchfab previews Physically Based Rendering at Siggraph 2014</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
		
		
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