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LapisSea

@lapissea.bsky.social

Programmer by day, 3d artist by night. I post things that I'm proud of!

33 Followers  |  66 Following  |  23 Posts  |  Joined: 17.10.2024  |  1.6254

Latest posts by lapissea.bsky.social on Bluesky

slay

18.11.2025 23:50 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

You 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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

It's been one of those days...

25.04.2025 13:02 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Also 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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

What 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

25.04.2025 12:58 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I thought it stands for Jwalking in Taiwan

16.04.2025 20:15 β€” πŸ‘ 1    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

As 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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Ha-ha... HAAAAAAAAAAA
IT NEVER ENDS, THE PAIN NEVER ENDS
(it's not that bad after a year or 2)

05.04.2025 12:32 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Can you imagine marvel getting an almost 10x box office return? Lol

20.03.2025 15:24 β€” πŸ‘ 7    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Good 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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Continuity 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 ;)

04.01.2025 01:39 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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.

30.12.2024 05:54 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I'm so excited! Had to double check if I was subscribed XD

14.12.2024 22:53 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Post image

Here is a very basic explanation of it form Epics documentation

07.12.2024 03:14 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Blenders 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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

You 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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
DOOM (2016) - Graphics Study - Adrian CourrΓ¨ges DOOM pioneered fundamental changes in game design and mechanics back in 1993, it was a world-wide phenomenon which propelled to fame iconic figures …

Oh, 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.

07.12.2024 03:08 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Just wait till you find out about virtual shadow mapping and how awesome it is πŸ˜…

07.12.2024 02:12 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I'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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Other 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.

26.11.2024 11:07 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Video thumbnail

Well, enough of that other... blue/black place. let's see how this goes! :D

21.11.2024 17:18 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

honestly kinda nice yea

17.10.2024 22:31 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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