It also works well if you only have an intermittent network connection because the definitions are stored offline, locally on the device. You can see your word history and revisit definitions, or make your own list of favourite words to help build up your vocabulary. The speech function helps provide the correct pronunciation. Definitions include synonyms and antonyms which allows the dictionary to also serve as a thesaurus. Wildcard characters can be used to help with word games like crosswords and scrabble where only some of the letters are known, or you have to find an anagram, or with spelling. Then you can follow the links in the definition page to get more word definitions. As you type, Dictionary homes in on the word you are looking for. The home page contains a randomly selected word cloud which will pique your curiosity and help you improve your vocabulary, while the search box allows you to find specific words easily. The dictionary definitions are stored locally, and because it's ad-free there's no need for a network connection. Dictionary is ideal for both native English speakers and English learners or people studying the English language. For some of the objects in my scene I still made specific graphs, for instance the floor in of the lounge area is 100% Substance.Dictionary is a free offline English dictionary containing over 200,000 words and definitions and no ads. Same goes for the stone, rocks, and everything else, it was quite an efficient way of texturing such a big scene. For instance, for all the wood in my scene I could pretty much just reuse the same graphs over and over again, while only having to change some parameters giving me the result I was looking for. The thing I love about Designer is that it’s completely non destructive, you can always just jump back into your graphs and change one of the very first nodes, completely altering the look of your texture with almost no effort. I kept my Substance graphs fairly simple, as I didn’t have that much time to work on them and wanted to keep the quality consistent throughout my project. For my actual textures, I mostly used Substance Designer. The one game I referenced for art style was Uncharted 4, I love the balance Naughty Dog found, going for a realistic feel but keeping it slightly stylized. By applying these techniques I was able to work my way through all the buildings at a really high pace. I used ZBrush for some of those tileable textures, for instance the bricks were sculpted and baked down to a plane, while the actual texturing was done in Substance Designer. This way I didn’t need to worry too much about texturing in the later stages, as all the walls would just be covered with tileable textures anyways. I also knew I was going to have a lot of plaster walls, so I wanted to try and make a really good looking shader for it. As for the windows/modular pieces, I essentially just made one specific window type for each building which I could start reusing everywhere. One X-tiling texture sheet was used for pretty much all of the trims. For instance, I colored all of the trims red so I knew they would all get the same material. Before I started working on anything in my scene I color mapped everything in my block out to get an idea of how many different materials/modular pieces I would need. Most of the buildings were inspired by Italian architecture, while there’s some touches of Russian, Moroccan and even Indian architecture.Īll of the building models were modeled in Maya. It’s quite a crazy combination of architectural styles, but by establishing my color scheme at the beginning all of the buildings blended together well. The architecture took a little bit of planning as well.
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