Tobias Bertrand 🇺🇦

192 posts

Tobias Bertrand 🇺🇦

Tobias Bertrand 🇺🇦

@TBertrandDesign

Senior Environment Artist @Freelance Prev: @Crytek | @Deck13_de | @Mackevision | @Gameforge

Germany Beigetreten Eylül 2021
282 Folgt65 Follower
Max Liani
Max Liani@maxliani·
@graykevinb Good on you. But relax, you don’t have to explain this to me. I spent a decade of my life implementing CPU/GPU based path tracers for the film industry.
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Max Liani
Max Liani@maxliani·
DLSS in workbench. The quality of 1spp rendering is way higher compared to the other built-in denoisers, and for half the cost. The comparison changes at higher spps.
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Tobias Bertrand 🇺🇦
Tobias Bertrand 🇺🇦@TBertrandDesign·
@JoeWilsonEQ1 @ThatNgonGuy I don't quite understand the benefit of FW Normals and then baking them (bevels)? It's a waste of texture space. Usually you will use it with mesh decals for details and tileable mats (optional rgb masks).
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Joe Wilson
Joe Wilson@JoeWilsonEQ1·
A couple of people asked about using custom normals to control shading. This is absolutely something you can do, and face-weighted normals are a great option. Provided your vertex budget is high enough to bevel your edges, which FWN generally requires. Model by @ThatNgonGuy
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Joe Wilson@JoeWilsonEQ1

Following up on some discussion we had yesterday, I wanted to show some examples of different hard-edge and UV layouts, and talk about the pros and cons of different choices we can make. 🧵-->

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Tobias Bertrand 🇺🇦
Tobias Bertrand 🇺🇦@TBertrandDesign·
@tinybugbot Unfortunately there's still a bug preventing you to bake hard edges on split uv seams. A massive pipeline blocker.
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tinybugbot
tinybugbot@tinybugbot·
baking textures with COPs is good. 🍠 #Houdini
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Pilgrim
Pilgrim@ArtOfPilgrim·
and the reason for the insane price hike (outside panic buying) is because of the increase in demand from AI data centers and servers. the ones that scrape your data without permission or consent are now making it harder to upgrade your hardware
DannyzReviews@DannyzReviews

and just like that..... the PC gaming/hardware DIY scene is COMPLETELY destroyed in a span of a month. this is absolutely fucked man 😭 some of these kits were like ~$110-$120 CAD a couple of months ago....

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Jordan Cain
Jordan Cain@ThatNgonGuy·
I'm going to say something that sounds like I'm going counter to what I've been talking about up until now: Subdiv modeling sucks for high poly gamedev and if I have a choice, I'll most often choose not to do it. Bevel shader is my #1 choice hands down.
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Pilgrim
Pilgrim@ArtOfPilgrim·
- hey can you check my model for me, is the geometry okay? - sure thing, send a pic of the wireframe. the wireframe:
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Tobias Bertrand 🇺🇦
Tobias Bertrand 🇺🇦@TBertrandDesign·
@gloefflmann Finde ich nicht lustig. Es ist ein ernsthaftes, gesellschaftliches Problem, wenn jedes Jahr zu Pfingsten Senioren aus ihren Pflegeheimen fliehen können!
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Pilgrim
Pilgrim@ArtOfPilgrim·
Environment artists, what would be the best method to generating this kind of foliage overgrowth?
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Henning Sanden
Henning Sanden@henningsanden·
@TBertrandDesign Thanks! Would there be any benefit to the production to manually retopo rocks or are the gains not worth the time it takes?
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Henning Sanden
Henning Sanden@henningsanden·
Maybe I’m thinking of eating the forbidden fruit here but how viable is it to simply decimate the high res Zbrush model and call it a day for the low poly? I assume: Char and hero props - big no Env and non hero props - maybe? (For games, not film)
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Sean Marino
Sean Marino@oniram177·
cleaning up folders and images in my hard drive and ran across this gem. so many amazing artists of today got their start of texturing with this post from CGSociety @StefanMorrell
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Tobias Bertrand 🇺🇦 retweetet
Raph
Raph@RaphDeee·
Small French Medieval town with a ton of art Galleries
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