Aser Godoy

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Aser Godoy

Aser Godoy

@GodoyAser

Digital Sculptor

Katılım Nisan 2021
436 Takip Edilen71 Takipçiler
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José Alberto García Avilés
Este curso he dejado de pedir trabajos por ordenador a los estudiantes. Hacen prácticas a mano en clase, debates y exposiciones orales El cambio ha sido radical La IA no “mejora” cómo escriben los estudiantes. Al revés. Destruye su capacidad cognitiva Te comparto mi experiencia🧵
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80 LEVEL
80 LEVEL@80Level·
3D Character and Creature Artist Aser Godoy de Lera unveiled his work on this fantasy wolf character created for the short film Señuelo. Learn more about how the creature was brought to the screen: 80.lv/articles/see-h…
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The Creature Preacher
The Creature Preacher@ItchyTasty_·
just before fallout ssn2 started we approached the showrunners about us doing concept art, and preemptively put together a proof of work . This is my DeathClaw concept! But by that time it had already been nailed by @jsmarantz , who absolutely killed it! Stay gnarly my boys !
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Aser Godoy
Aser Godoy@GodoyAser·
@nimlot26 @Xilandro The comparison you make between ray tracing and realtime rendering isnt entirely accurate.If you adjust shaders and lighting based on the type of rendering it’s clear that switching from one to the other will make the result worse, so it doesn’t seem like a fair comparison to me.
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Aser Godoy
Aser Godoy@GodoyAser·
@nimlot26 @Xilandro If you analyze the frames, it’s true that in many of them the shading and lighting are better, but overall it detracts. More realistic doesn’t mean better (...)
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Georgian Avasilcutei
Georgian Avasilcutei@nimlot26·
After this whole debate about DLSS 5 I came to the conclusion that most of the people talking about it are completely unaware of what they don't know...they're on the peak of ignorance and don't even grasp how little they understand. They just heard generative AI and like Pavlov's dog they just start drooling thinking it's the same shit as unethical slop image generators...for the love of Christ...go and educate yourself before raging on the internet for no reason. DLLS 5 is not a prompt based generator...it's not creating stuff based on someone else's images and hallucinates results. It uses the information from the raster to build up a final render frame with the same information but with better lighting and shading... I'll even give you an example on how much of an impact better shading and lighting has. This is a character I've worked on not long ago. On the left you have a raster render, with some bad shaders. On the right you have a render with raytrace on, a much better shader for both hair and skin. They don't even look like the same person...do they? This is what DLSS5 is doing....getting a result like the one on the right(tbh a lot better) at a smaller cost than actually rendering it. Still the same geo, same textures, same light sources. Some of you will go and say the one on the left is better and it's the artist's vision. It's not...it's just the artist's limitation due to shading and lighting constrains. Every single artist out there would love to get the right result in real time.
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Film Easter Eggs & Details
Film Easter Eggs & Details@FilmEasterEggs·
Netflix’s ‘The Dinosaurs’ documentary has a reference to ‘Spider-Man: Into the Spider-Verse’
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PlayStation Park
PlayStation Park@PlayStationPark·
True Believers! 'Spider-Man' PlayStation
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David Vallejo
David Vallejo@David_psicologo·
El cinismo y la fe ciega en nuestras creencias sin un pensamiento crítico y reflexivo es la fuente de gran parte del sufrimiento humano. Llevo unas horas jugando a Crisol Theater of Idols y estoy encantado. La sensación de pesimismo en su entorno, la ambientación, el homenaje a la saga Resident Evil o Bioshock me han atrapado. Por más juegos así que nos hagan sentir orgullosos del talento que tenemos en España. Enhorabuena a todo el equipo de @VermilaStudios 😍
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FR3NKD
FR3NKD@FR3NKD·
I was watching this video from @polyfjord yesterday and I was completely blown away by Cycles' improvements using DLSS. This isn't just an incremental improvement, this is a paradigm shift, the benchmark scenes literally ran like they were rendered in EEVEE. I am absolutely speechless, watching the video I felt butterflies in my stomach, maybe you think I'm being dramatic but growing up with the dream of real-time raytracing, rendering scenes on a shitty laptop for whole nights as a kid and then seeing this? It's really something...
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いよべい
いよべい@Betyo0508·
グリーンバシリスク、極少数ですが展示・販売できそう...です! サイズ:全高 約30cm 価格:¥18,000 を予定しております。 先日ポストしておりました、 バシリスク胸像・ドラゴン胸像についても 各¥5,000- にて販売いたしますので、なにとぞ!! #WF2026W #ワンフェス2026冬
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Vladimir Stepanov
Vladimir Stepanov@vladimirdesigns·
One of the easiest things you can do to stand out as a 3D artist is to acquire a vague understanding of real-time rendering. This especially applies if you are already in a production environment. Game development is a team sport. Don't pigeonhole yourself as a "artsy artist who makes art and expects others to make it work". At least try to make your colleagues' life easier. The best part is that you don't have to become a Tech Artist. It's enough to know what questions to ask a Tech Artist. — "Should I map this kit onto a single 2K texture or several 512? Here's how it will be used." — "Hey I'm making this asset that is sensitive to texture compression. DXT doesn't work here, how should I approach it?" — "I have a task to scatter these props here, should I merge them into a single actor to cut drawcalls or is it better to bake them into a decal?" — "How many LOD levels can we have for this type of assets?" Now you are not just a machine that converts concept art into 3D meshes, but a valuable asset. Your lead will trust you and give you more autonomy. Tech Artists will take you seriously. Pipeline Engineers will share their knowledge. Of course, this is not the only path to success. You can be detached from production and still be a vital team member. You can be a world class sclupltor/hard-surface designer and thrive as a freelancer. You can be a lightning fast modeler/texturer and be a successful outsourcing contractor. You don't have to be a T-shaped specialist to survive in the industry. I-shaped pros are a vital part of every studio. But being curious and not seeing the game engine as a magic black box will give your career a big boost. Especially if you are just starting out and need to establish your competence. Start with: "Real-Time Rendering Fundamentals", "An In-Depth look at Real-Time Rendering" by Epic Games and let your curiosity lead you further.
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