Georg Shao

184 posts

Georg Shao banner
Georg Shao

Georg Shao

@Georg_Shao

Junior prop Artist in PUBG Studio Amsterdam

Katılım Ekim 2013
72 Takip Edilen81 Takipçiler
Georg Shao retweetledi
Vladimir Stepanov
Vladimir Stepanov@vladimirdesigns·
If you are an aspiring 3D environment/prop artist, it's very important that you understand the scarcity of texture memory. Production artists go to great lengths to squeeze the most from the least possible amount of textures. If you are building a portfolio, include pieces that showcase: - trim sheets, - vertex paint masks, - utilization of multiple UV sets, - tiling textures and how you hide their repetition. These works won't get you hundreds of likes, but they'll show that you have the right sensibilities. You don't have to be a tech artist and build an entire pipeline. Just showing that you are aware of those concepts is a strong signal to your future lead. You do need pretty renders and hero props to get likes, establish your name and attract recruiters. But don't ignore the biggest pain point of every single graphics-heavy production. My favorite resources on the topic: - The Ultimate Trim: Texturing Techniques of Sunset Overdrive — Morten Olsen (Insomniac Games) Elegant and lightweight pipeline, almost an art form in itself. - Behind the Art of Battlefield and Battlefront — Joel Zakrisson (DICE) My personal favorite. Love the double UVs and the detail normals. Revisited this article many times over the years. - Cyberpunk 2077: A World Full of Substance — Krzysztof Krzyścin (CDPR) The gargantuan scale of CP2077, vast sightlines, high detail density — CDPR created a miracle. - Driving Innovation: A New Vehicle Pipeline for 'The Last of Us: Part II' — Matthew Johns (Naughty Dog) Helps drive home the actual sizes of used textures. - Building the World of 'The Ascent' — Tor Frick (Neon Giant) Teaches you what does and doesn't matter in production. Shows you how much data you can squeeze from an asset (color masks, mesh maps). - Seaside Town UE4 — Vytautas Katarzis All-time classic. Hyper-optimized doesn't mean ugly. - Old Freight Car — Aleksandr Silantev Very thorough breakdown that takes you deep behind the scenes. - Modular Wood-Shack Kit: Insurgency Sandstorm — Vuk Banovic Beautiful little example of how far you can take a single texture set.
Vladimir Stepanov tweet media
English
12
188
1.5K
51.1K
Georg Shao retweetledi
Vladimir Stepanov
Vladimir Stepanov@vladimirdesigns·
Here's a texturing technique I use in all my projects. It’s a universal base layer. I stack several noise textures to create subtle variations in the Color and Roughness channels. I create large and medium shapes using Clouds and Galvanic grunges. This base layer is the foundation for every material in the project. I use Passthrough blending + Levels and HSL to set the starting point for each material. On top of that, I add a reusable set of micro-noise fills. First, they mitigate color banding caused by HSL adjustments. Second, they add a “fractal” quality to the texture, tricking your brain into feeling that there’s more than meets the eye. Without them, the texture feels too “digital” and sterile. Don't overdo it though. It should be barely perceptible. 2-10 value steps. We don't want the texture to be noisy.
Vladimir Stepanov tweet mediaVladimir Stepanov tweet media
English
13
168
2.3K
278.3K
Georg Shao retweetledi
Vladimir Stepanov
Vladimir Stepanov@vladimirdesigns·
Hyperrealism in 3D doesn't actually mean a one-to-one match with reality. To be visually appealing, realistic textures have to be intentionally exaggerated. First, you gather as much quality reference material as you can. "Quality" means real-world use with clearly visible wear. Military surplus stores and footage from warzones are S-tier sources. Socials, forums and guntubers who don't baby their gear also provide solid material. Next comes the most artistic stage of the entire weapon art pipeline. You recreate as much of that reference as you can, while preserving contrast, detail balance, physicality of materials and contextuality of wear and tear. Every scratch should tell a story. In game production, the less of a focal point guns are, the more streamlined these steps become. Instead of a bespoke approach, we rely on presets and universal materials. High fidelity gives way for consistency with art direction, quick readability and production speed.
Vladimir Stepanov tweet mediaVladimir Stepanov tweet mediaVladimir Stepanov tweet mediaVladimir Stepanov tweet media
English
8
55
647
19.5K
Georg Shao retweetledi
Lukas Lima - 🎨 Commissions Open
Hey guys breakdown of how I usually do hardsurface, hope it helps 🤟.
Lukas Lima - 🎨 Commissions Open tweet media
English
8
117
1K
41.5K
Georg Shao retweetledi
Louis Squara
Louis Squara@SquaraLouis·
Thought this was a cool enough thing to write up, If you use this this post it in the replies >:)
Louis Squara tweet media
English
15
206
1.9K
66.6K
Georg Shao retweetledi
凛として時雨
凛として時雨@sigure_official·
TK from 凛として時雨“unravel”リリース10周年を記念したアコースティック・アレンジ版 「unravel -Instrumental for the 10th Anniversary-」 本日24:00より配信スタート! 🎧配信 tkfromsigure.lnk.to/unravel_10th MVは明日7/30(月) 21:00〜 YouTubeでプレミア公開! 📺youtu.be/l915C9JwlGE ▼限定アナログ盤『brain films -vinyl edition-』(限定1000セット) tkfromsigure.lnk.to/wjpgP6 ※オンラインストアでの在庫がごくわずかとなっており、主に取扱店舗での販売を予定しております。発売日以降、一部数量がオンラインストアに追加される可能性もございますが、状況により変動する場合がございます。あらかじめご了承ください。
YouTube video
YouTube
日本語
2
583
2K
78K
Georg Shao retweetledi
Louis Squara
Louis Squara@SquaraLouis·
🧑‍🚒👩‍🚒👨‍🚒🚒
QME
8
244
2.6K
34.3K
Ammer
Ammer@ammerrrrrrr·
Shouldn’t took for granted my stay in eu, I forgot how emotionally taxing going back home now that Im seeing the signs again. Should have fought my way more. Ya boi doesn’t really want to go back home.
English
2
0
5
170
Georg Shao retweetledi
Sergei Panin
Sergei Panin@PS_Leoluch·
artstation.com/blogs/leoluch/… I have done article about Design for 3d environment artists. I am feeling this topic pretty rarely mentioned, but have incredible impact on what we do. I have some ideas for Part 2 if this will be interesting.
English
1
12
59
2.4K
Georg Shao retweetledi
Joe Wilson
Joe Wilson@JoeWilsonEQ1·
Check out my big bevel tutorial for @marmosetco Toolbag 5. I cover how to set up bevels, baking and UV tips, how the bevel workflow compares to sub-d, and how to get the most of bevels to save hours or even days on complex hard surface assets. marmoset.co/posts/revoluti…
English
4
30
189
6.2K
Georg Shao retweetledi
YeHang
YeHang@YeHangHarry·
Hello everyone, after some hard work, I'm proudly a nnounce that I'm hosting a website, it's a place you can view all of my reference photos and most important is it's free! You can zoom-in and see all the crazy detail. texture-reference.com
YeHang tweet mediaYeHang tweet mediaYeHang tweet mediaYeHang tweet media
English
13
143
688
33.7K
Georg Shao retweetledi
Dani Villacorte 🌸
Dani Villacorte 🌸@dp_vil·
Happy to finally share some of my work on Assassin's Creed: Shadows! Couldn't find the time to post all of them, but I really had a great time with these! Feel free to check out the rest on my Artstation 👍 artstation.com/d_vil
Dani Villacorte 🌸 tweet mediaDani Villacorte 🌸 tweet mediaDani Villacorte 🌸 tweet mediaDani Villacorte 🌸 tweet media
English
9
20
103
4.2K
Georg Shao
Georg Shao@Georg_Shao·
Created the assets with layered material in Unreal 🥸 Learning new Workflow #UE5
Georg Shao tweet media
English
0
1
9
226
Georg Shao retweetledi
BlueOxel
BlueOxel@BlueOxel·
Evolve Studio shared materials about Texel Density. Even though the examples are shown on vehicles, these practices are useful for everyone. I’ve also uploaded them on Pinterest: pin.it/3b6otwReZ
BlueOxel tweet mediaBlueOxel tweet mediaBlueOxel tweet media
English
3
71
660
23K
Georg Shao retweetledi
Sierra Division
Sierra Division@sierra_division·
Struggling to find quality resources to help you with Texturing? We asked our team to share their favorites. Check out our Studio Picks! sierradivision.com/blog-post/stud…
Sierra Division tweet media
English
2
19
146
7.1K