I decided to make my form guide free, In the end I want to get the info out there, I just don't have the following or energy to do that while it's a paid product.
https://t.co/qJkSfB76en
It's a deep dive into a very specific topic in rendering, and i hope you fine it helpful!
@AKantemirov With art, imo the trick is to work out how to make something amazing slow, but then work out how to do it faster later.
In my experience the approach of making sloppy work fast, and trying to slowly make each better doesn't work too well.
@jnvcia Agreed raster polys aren't the main cost, I was thinking more about csm and other techniques where it does matter.
But my general point is, that at some point you are shipping two different render and art pipelines when your tech target is far enough apart. That isn't free.
@nicbarkeragain One thing I've found with Odin, is the no circular dependency rule forces you to answer architecture properly, and in a much better way than you otherwise would.
My god the art of naming things only gets harder. The demand for everything to have a domain, across multiple bits of social media.
It's so bad, you can play the game of "think of a band name and go listen to them". You'll almost always find something.
This is Prismacolor pencil and gouache on gray toned paper. I developed this approach many years ago while I was working in theme park show design before the digital age. This is a more recent image though.
@SebAaltonen@Poita_@ID_AA_Carmack On some level, also, devs doing this means intel doesn’t feel the consumer pressure to fix their things. If all the big games stopped working on intel because they are being horrible, maybe they would care.
"DESPIERTA, LINK" ✨ My portada de #ZeldaOcarinaofTime para @GamesTribune! Hoy por fín podemos tocar la Ocarina y viajar en el Tiempo 🎶
https://t.co/JFFh1jGUuI
@Jolyne22Flowers@axl99 BUT that's not to imply you should only drill fundamentals, as that the way to burn out, and also have no context, or grow your abilities to design and creatively problem solve. Interleaving is often the better strategy.
@Jolyne22Flowers@axl99 Clothing folds aren't really a fundamental. They are important, but are up the abstraction stack.
Fundamentals are low level, form, proportion, mark making etc.
Fundamentals are about isolating those raw elements and getting them right because of human cognitive limits.
@Uromannen2pm One thing I've found out of this is that the average public doesn't grasp that art training literally changes how you perceive. And that there are signals we can pick up on that they can't. It's a hard pill to swallow that perception isn't uniform and is trainable.