slay
18.11.2025 23:50 β π 1 π 0 π¬ 0 π 0@lapissea.bsky.social
Programmer by day, 3d artist by night. I post things that I'm proud of!
slay
18.11.2025 23:50 β π 1 π 0 π¬ 0 π 0You generally want all of them to be soft as this is an organic character. If there are large deviations/normal artifacts then that should be fixed with topology tweaking or a careful normal map bake that corrects it
30.04.2025 16:27 β π 1 π 0 π¬ 0 π 0It's been one of those days...
25.04.2025 13:02 β π 1 π 0 π¬ 0 π 0Also it is important to note that in games, everything is a triangle. While quads offer convenience in retopology and uvs, that's where the benefits end. Do not be afraid of triangles
25.04.2025 13:00 β π 0 π 0 π¬ 0 π 0What we often think of as good topology just means topology highly adjusted for deforming subdivision.
In games, we do not (yet) use subdivision so the main thing you wanna ensure is this:
1. Is the siluete accurate
2. Is there enough points to represent deformation
I thought it stands for Jwalking in Taiwan
16.04.2025 20:15 β π 1 π 1 π¬ 1 π 0As long as it subdivides well, has no spiraling loops where it matters and is of appropriate density, then it's good to me
14.04.2025 21:49 β π 0 π 0 π¬ 0 π 0Ha-ha... HAAAAAAAAAAA
IT NEVER ENDS, THE PAIN NEVER ENDS
(it's not that bad after a year or 2)
Can you imagine marvel getting an almost 10x box office return? Lol
20.03.2025 15:24 β π 7 π 0 π¬ 0 π 0Good ide-s will provide an option to breakpoint specifically on the inside if statement. Another alternative is conditional breakpoints.
08.02.2025 13:56 β π 1 π 0 π¬ 0 π 0Continuity on splines is a banger video and perfectly encapsulates my autism on procedural animation. The AI video may have more videos but splines live in my heart.
Awesome job on the new one btw, great take made up for the webcam fps ;)
This is literally the java multi threading experience.
Yeah I may be modifying and reading data at the same time with no locks but it should be fine.
I am quite curious about your take on this surprisingly deep topic. Can't wait for the vid and to find out about the inciting incident(s) :)
22.12.2024 02:35 β π 1 π 0 π¬ 0 π 0I'm so excited! Had to double check if I was subscribed XD
14.12.2024 22:53 β π 0 π 0 π¬ 0 π 0Here is a very basic explanation of it form Epics documentation
07.12.2024 03:14 β π 1 π 0 π¬ 1 π 0Blenders EEVEE Next (now just eevee) has a pretty awesome and open source implementation of it. Although blenders code base can be pretty daunting so reading on different approaches to it may be better. I think unreal also has some information about how they implement it
07.12.2024 03:11 β π 1 π 0 π¬ 1 π 0You have a texture that is used as an atlas for dynamically allocated parts of a texture. For shadows you take a region of the world and shadow it by a tile and with that you can essentially get dynamic/infinite resolution for shadows. You can also refuse to update every tile based on scene changes
07.12.2024 03:09 β π 1 π 0 π¬ 1 π 0Oh, basically if you've seen mega/virtual textures tech. For example Doom 2016 has a pretty "famous" use of it www.adriancourreges.com/blog/2016/09... then you already kinda understand it.
It's a similar concept to that.
Just wait till you find out about virtual shadow mapping and how awesome it is π
07.12.2024 02:12 β π 1 π 0 π¬ 1 π 0I'm an ex (kinda, not really) artist because I got in to coding. Now that I think about it I'm kinda in the perfect position to do desktop UI dev
28.11.2024 14:57 β π 1 π 0 π¬ 0 π 0Other artists always give the best feedback and appreciation. I can personally attest to that.
Art made for public is sometimes intentionally sloppified so it does not look too artistic and just cool or impressive.
Well, enough of that other... blue/black place. let's see how this goes! :D
21.11.2024 17:18 β π 2 π 0 π¬ 0 π 0honestly kinda nice yea
17.10.2024 22:31 β π 1 π 0 π¬ 0 π 0