I cleaned up my portfolio today and made it more readable.
Feel free to check out my new WIP and the breakdown of my last scene.
This is how it looks now. I'm quite happy with how it turned out :)
https://t.co/nrc8sGHXx2
This #Nodevember as usual we are trying something new! Get ready for...
Nodevember: Fantasy edition 🐉
We are excited to see and share all your amazing procedural art 🔮
Check out https://t.co/DocwpJFs8v for more info.
#Nodevember2024
In UE5, whenever you use Custom Rotator to rotate your texture, the Normal Map will look odd (inverted).
You need to apply a fix to this. Here is the setup.
Last image is the FIX.
20 years ago we released Grand Theft Auto - San Andreas.
The original plan was for the 3 cities to be on separate maps. The player would travel between the cities using trains and planes.
(Gta 1 and 2 also had three cities on separate maps)
Memory was very tight on the ps2 and with separate maps, the other cities’ skyline models wouldn’t have to be in memory.
It would also make it easier to have different police/ambulance/firetrucks for each city. Different pickups, weather types etc.
It would also be easier to contain the player until it was time for the next city.
It would also make it easier to organize the models on the DVD city-by-city which would help the streaming.
Just before the artists started working on the three maps, we had a final meeting at R* North in which we changed our minds and decided to go for a big map after all.
We still ended up doing city-specific pickups, police cars and weather.
Happy birthday San Andreas. You turned out all right.
Contribute to open source, learn through self-education or courses, record educational podcasts, or grow your pet project easily with a FREE Rider subscription for non-commercial development.
Download and start today 👉
https://t.co/hKq3IldNUK
Spread the word! #dotnet#gamedev
Yo one day I'll talk about how Artstation destroyed the purpose of what a concept-art portfolio for videogames should be: overpaints on blockouts, metrics friendly, gameplay problem solving, instead of polished rendered keyshots.
How do you think they did this translucent plastic sheeting in Silent Hill 2? You can see what's behind it, right? You can see the blue wooden trim?
Nope! It's fake. The wall behind is painted into the base color at a lower opacity, to simulate translucent plastic sheeting.
7 years ago, I started making my dream game while balancing a AAA dev job.
Today, it's finally out on Steam and Switch.
Making Europa has changed my life, and I hope you love it as much as I've loved making it. 💖
You can create a handy custom decal UVs shader using the WorldPositionBehindTranslucency nod, It works with custom meshes just as well as with particle system sprites.
#realtimeVFX#UnrealEngine#gamedev#VFX#UE5
I often get asked to review portfolios where the artist has already finished uni or spent years learning 3D and their work is still nowhere near good enough to land a job.
What's a good way to deal with this?
This is a GOOD ass question. How does a Fighting Game Stage cost this $350k? Here's how:
A team of 8 people (3d artist, concept artist, designer, lighting artist, VFX artist, coders, technical rigger, animator) earning $60k+ per year, working full-time for 4 months, labor costs can quickly reach over $150k. Add some background characters and it can need many more.
Then the fun begins: extreme optimizing performance over multiple platforms, to keep the highest framerate ( integral to a fighting game).
Optimizing requires QA testers, engineers, artists, and others to refine and redo things. All of which are using software licenses that cost money. The building they work in even costs money.
Plus Tekken has dynamic levels needing unique mechanics or dynamic elements (destructible walls or interactive components) that require additional programming, art, animation, and testing, adding to the cost.
Every damn Tekken stage also requires its own soundscape of ambient sounds, interactive effects, all designed and mixed specifically for that environment.
High-quality sound engineering can add crazy costs, even before software licensing. Then add multiple music tracks that needs to be recorded and the music producer paid.
You guys know I love pretty pixels as much as the next guy and of course all the new and fancy sparkles shown by Epic are super amazing and exciting...but just recently I was reminded of something I feel like most of us forget about quite often: we are not only devs, but also...
This year we are celebrating October with the Cardboard Boxtober challenge! This challenge is to brush off your modeling skills and be creative! We have a daily modelling challenge or diorama challenge
Special thanks to material artist Ezequiel Delaney.
https://t.co/8szWeYZkDJ
Just in case you missed it, check out our Creating Modular Kits for Game Environments workshop with Jon Arellano👀👀
https://t.co/YNPy1ndGT4
#gamedev#gameart#tips#BeyondExtent
#UE5 Tip of the day:
while in-game, console command 𝘷𝘪𝘦𝘸𝘮𝘰𝘥𝘦 [𝘯𝘢𝘮𝘦] can be used to switch view mode on the fly
very useful when you want to visualize stuff while actually playing the game (e.g. collision), or take a quick eye-candy break with 𝘷𝘪𝘦𝘸𝘮𝘰𝘥𝘦 𝘱𝘢𝘵𝘩𝘵𝘳𝘢𝘤𝘪𝘯𝘨