Quick breakdown of my process for creating tileable sculpted materials in ZBrush workflow 👇
Clean tiling, strong surface detail, and game-ready results.
Full breakdown:
artstation.com/artwork/YG3P5X
Open to work (freelance / full-time) 🚀
Pleinair Paintings I made in Meteora, Greece. Amazing fusion of landscape and man made structures. Went there in 2019 to see the Greek Orthodox Monasteries.
Another episode of the Godot PBR Mastery Series is out!
Learn how to optimize 5 textures down to just 2, using Channel Packing!
You can easily optimize textures by combining them using channel packing, reducing GPU and storage overhead. Full video in comments!
✍️ I wrote an article/tutorial on programming FAST[ER], SINGLE-LOOP blur shaders with noise.
-- aka, an example of stochastic sampling.
We start with a basic radial blur, make it stupidly performant, and then apply the same principle to a 2D blur that would otherwise be a nested double-loop, and/or separable multi-pass operation. We even explore it's utility in volumetric rendering, and for glass.
As usual, there are lots of pretty pictures, media, and interactive code to learn from. It's all there for you, to just copy-paste, tweak, whatever... ✨💖
Introducing Wafer
A new 3D texturing software focused on stylized, hand-painting and NPR assets.
Built for extreme performance, compatibility and energy efficiency.
Now available for iPad