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Chris Bryant
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Chris Bryant
@LiterallyCrypt
He/Him | 2D, 3D and Environment artist. I've done a lot of Half-Life mod work.
Texas, USA Katılım Kasım 2015
157 Takip Edilen2.6K Takipçiler

@AntonHand Realize it's marketing but it's still been good to see ya back ^~^
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@RedactedRachell You keep getting better and better at these, cool stuff!!
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Sneaking through the industrial underbelly
#screenshotsaturday #indiegame #indiedev #gamedev #lowpoly #y2k


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@flownepp @FR3NKD @Rawlala1 That's exactly the thing imo, we can't put it back in the box, but we CAN make it unprofitable at scale, minimizing damage. And that's already happening, even corps like MS are finally admitting "Hey this is actully just a toy, and will never be capable of what we've implied"
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@MelancholyFlppr I’m sure you’re cuter than you think, Sadie
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@Hennejoe Also just a lot of people replicating that art style do so because they feel the skill floor for it is lower and more in line with their own skill level, and smooth-shading introduces extra work and problem solving to control shading artifacting
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@Hennejoe Unresearched replication of a broad range of art eras with varied technical constraints and looks, with undirecred intent. Also that era was largely influenced by Quake/Half-Life, which utilized a lot of flat-shaded BSP for *world* geo, so some think smooth shading wasn't common.
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