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Gabriel P.
125 posts

Gabriel P.
@The_Geosmith
CEO of lazy @WardogStudios. AK-sexual. Creative.
Katılım Eylül 2022
36 Takip Edilen160 Takipçiler

@SimonMczt Small improvements that could shave hours of wasted time off our lifetimes yet we never see them
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Day 420 (no) of asking for shift + Left click to draw straight lines in UV mode & preventing painting over hard edges
Marmoset@marmosetco
Ever get wavy lines after baking, especially on cylinders? In Marmoset Toolbag, you can fix this in-app using the Bake Project’s skew painting tools. Enable the skew preview to spot problem areas, and use skew painting to paint out distortion. Rebake, and all fixed in Toolbag!
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@Pirat_Nation Storage costs are cheaper and cheaper yet the gpu needs to be more and more expensive over 100gb? L take.
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DOOM: The Dark Ages could have required a massive 110 GB of baked Global Illumination data but Ray-based GI cut that down to zero.
The old way would have needed up to 110 GB of pre-made lighting data stored on your device. The game levels are much bigger than before, so creating that data would have taken weeks of computer time.
Instead, the new idTech 8 engine uses real-time ray tracing so this cuts the baked lighting data to 0 GB.
The game now calculates lighting live as you play, this reduces download size and helps the team work faster

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SVD dust cover: Photo, scan, highpoly.
Thanks to @SimonMczt for letting me play around with his scanner ♥️


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@priyummyomg @CursedGunPics_ Sometimes people will use scans as a base to start modelling from (kind of as a blockout), but this varies on the quality of the scan, if you have the real thing it can be much faster to use some measurements and a couple photos
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@The_Geosmith @CursedGunPics_ Ah that makes a lot of sense! Do you think it’s cause of the telegrammetry? But if it was scanned then the textures would’ve made sense so probably not right? Anyway super interesting to know! Thank you!
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@priyummyomg @CursedGunPics_ RE doesn't use scans for guns, it's extremely rare to see anyone use them. There's a lot of cleanup involved and parts need to be separated for a scan so that the result isn't one merged blob, not to mention you need access to the real gun and it probably needs legal changes too
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@priyummyomg @CursedGunPics_ You can see for example in that screenshot, the materials are quite flat and the scratches are extremely uniform, they have 99% coverage on all sharper edges and have uniform thickness. Real objects don't look or wear this way, but out of the box procedural tools look that way
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@priyummyomg @CursedGunPics_ Creating realistic materials is like painting a canvas, it can take hundreds or thousands of brush strokes to get a result that feels compelling and natural. Any time you apply a tiling texture or basic procedural details you will get something that feels artificial or cheap
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@chrstianinfern0 @CursedGunPics_ I saw the same one, functionality wise they're okay, it's hard to mess that stuff up unless you're too lazy to even look at a video or wiki article for the gun. Accuracy doesn't always equal quality tho as most people starting 3D can make similar quality models to what's in RE
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@The_Geosmith @CursedGunPics_ the difference between RE8 and RE4R is actually astronomical if I'm being honest. i saw a video of a gun expert explaining how capcom put so much attention to detail in RE4R and learned about gun parts i never knew about. RE8 guns feel bad, and look pretty mediocre accordingly.
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@priyummyomg @CursedGunPics_ When it comes to functionality they do a solid job, gun shoots, the parts that should be there are there & move how they should move, but accuracy doesn't equal art quality
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@priyummyomg @CursedGunPics_ I make weapon art professionally for various AAA games. Not every shooter needs to have an insane quality focus on guns, but I just can't look at most RE guns for too long...

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@priyummyomg @CursedGunPics_ Should've added, that's one of the shotguns from RE8
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@chrstianinfern0 @CursedGunPics_ They're adequate. Lighting and surrounding environments lift up the weapons for the most part... otherwise looking at the guns in your inventory, the materials are extremely flat and bland. RE4R actually seemed to have the best gun quality but not by much and it's inconsistent
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@The_Geosmith @CursedGunPics_ absolutely crazy take considering how insane the detail of guns is in games like RE4R and requiem
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@CursedGunPics_ I'm speaking from a 3D art point of view. Their character art is extremely good, but the weapons don't look like they had much time or expertise put into them.
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@eyedesyn @Substance3D Painter has spent years catching up to the most basic features that Marmoset Toolbag has had forever, and the baker UI is still awful. I'm surprised anyone still uses its baker.
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There's a new @Substance3D Painter update that includes new Baking setups and Skew Map correction which is huge!! Now you'll be able to fix normal distortion near hard edges ...you won't have to be jumping back to your modeling app to fix bad bake results.
experienceleague.adobe.com/en/docs/substa…

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@RinoTheBouncer Facial animation wasn't there yet for the close ups. Otherwise a masterpiece.
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