Ace

696 posts

Ace

Ace

@perfect_ace97

Lead weapons artist & Co-Founder @machina_bellum with experience in AAA games like Call of Duty MW3, Black Ops 6, 7, and more!

Dubai, United Arab Emirates Katılım Haziran 2023
211 Takip Edilen1.4K Takipçiler
Sabitlenmiş Tweet
Ace
Ace@perfect_ace97·
🅱️lack
Ace tweet mediaAce tweet mediaAce tweet media
English
12
19
403
31.9K
Ace retweetledi
Kelski
Kelski@kelskiYT·
“The Hidden King? Seems pretty visible to me.”
Kelski tweet mediaKelski tweet media
English
18
910
15.9K
199.7K
Ace
Ace@perfect_ace97·
@ANGELICFANGZ Awww hell naawh, leave ma bois alone
English
1
0
0
111
Vladimir Stepanov
Vladimir Stepanov@vladimirdesigns·
Baking normals used to be impressive. With modern polycount budgets you are just softening corners.
English
12
14
462
36.6K
Ace retweetledi
Vladimir Stepanov
Vladimir Stepanov@vladimirdesigns·
Explaining the difference between face-weighted normals and simple bevels with no custom normals:
Vladimir Stepanov tweet mediaVladimir Stepanov tweet mediaVladimir Stepanov tweet mediaVladimir Stepanov tweet media
Sami@Samisaccnt

@vladimirdesigns @perfect_ace97 Might be a dumb question but what'd be the difference between just beveling / filleting everything & doing the same but adding face-weighted normals? I find hard to understand what'd it change

English
1
34
425
19K
Sami
Sami@Samisaccnt·
@vladimirdesigns @perfect_ace97 Might be a dumb question but what'd be the difference between just beveling / filleting everything & doing the same but adding face-weighted normals? I find hard to understand what'd it change
English
1
0
2
19.3K
Ace
Ace@perfect_ace97·
@ArtOfPilgrim I wish 3ds max had adaliction and UV edility just like blender @autodesk wake up and catch up
English
0
0
12
2.6K
Pilgrim
Pilgrim@ArtOfPilgrim·
Ain't nobody Squiding in blender. Calling this fake.
Pilgrim tweet media
mrdoob@mrdoob

English
115
365
8.3K
266K
Ace
Ace@perfect_ace97·
@gabefollower Holy fuck this is so well done
English
0
0
157
7.8K
‎Gabe Follower
‎Gabe Follower@gabefollower·
After a few months of work, Grelgn finished his full hero replacement mod for Deadlock. G-Man enters The Cursed Apple to finish the ritual with Garry's Mod toolgun, explosive barrels, and a bathtub. You can support the future work on author's Patreon!
English
58
1.4K
13.7K
356.8K
Ace
Ace@perfect_ace97·
Why am i getting threats lmao The guns i make are not real i swear 😂😂
Ace tweet media
English
2
0
6
361
Gui Roberts
Gui Roberts@Roberts_Gui·
@perfect_ace97 I have quite a few friends that worked on them, I’ll let them know haha
English
1
0
1
148
Ace
Ace@perfect_ace97·
I am enjoying this gun art blast from BF6 way too much Amazing work by all artists involved
Ace tweet media
English
1
0
28
1.1K
Ace
Ace@perfect_ace97·
@PrinzDeadlock Yeh wait till you meet them in phantom+
English
0
0
0
177
prinz
prinz@PrinzDeadlock·
how these people are above ritualist boggles my mind
prinz tweet mediaprinz tweet media
English
6
0
25
1.7K
prinz
prinz@PrinzDeadlock·
deadlock needs this so bad
prinz tweet media
English
18
21
698
14.8K
Ace
Ace@perfect_ace97·
@vladimirdesigns I guess we were talking about different things 😄 Great work btw, love what you been posting!
English
1
0
2
63
Vladimir Stepanov
Vladimir Stepanov@vladimirdesigns·
I think we are talking about slightly different things. I agree that all hidden surfaces have to be optimized to smithereens. That's non-negotiable. My point is that the player never sees UVs or the wireframe of the game mesh. But their quality is directly upstream from how the game looks and performs, especially on lower specs. Things like edge flow, edge density distribution, edge reduction patterns, UV padding, UV shell placement, UV straightening, etc. Think about how much they affect texel density and LOD mesh quality.
English
1
0
3
97
Vladimir Stepanov
Vladimir Stepanov@vladimirdesigns·
I'm a strong believer in Steve Jobs' design principle to make the unseen as beautiful as the seen. Lowpoly (game mesh) topology is a prime example of this principle in game 3D. It's never seen by players, but it affects: - Quality of LODs, UVs, bakes and textures (directly affects performance). - Production speed down the line. Three years from now, another dev will have to edit your files. The quality of your work will make a difference between just editing and redoing from scratch. Future proofing saves you a ton of money. Some WIPs of a model I'm working on:
Vladimir Stepanov tweet mediaVladimir Stepanov tweet mediaVladimir Stepanov tweet mediaVladimir Stepanov tweet media
English
8
19
280
14.3K
Ace
Ace@perfect_ace97·
That’s actually very interesting! In my experience(which is mainly freelance and outsourcing) it’s all about what the players see, if it’s hidden, gut it If i would spend time for example tinkering the inside of a handguard, that would be counterproductive, it will be occluded and shadowed. I meant by no means to disregard your experience in this case, but it just feels odd to me haha, from my perspective, game art is all about hiding your mistakes.
Ace tweet media
English
1
0
5
140
Vladimir Stepanov
Vladimir Stepanov@vladimirdesigns·
I think the difference in our perspectives is coming from what we were exposed to over the course of our careers. During my time in outsourcing I worked for a number of big-name developers. There was one client that had ridiculously strict quality requirements. Off the charts mesh quality, feedback for barely perceptible bake/texture flaws. They are also running a 15-year old live service game with beautiful graphics that runs well on a calculator. There were also cases where I had to clean up surprisingly sloppy work. Eyebrow-raising stuff. And there was everything in between. The correlation between production discipline and the appeal/quality/market performance of the final product was pretty strong. Maybe I'm falling prey to some fallacy, idk. Genuinely curious what your experience looks like.
English
3
0
6
481