@Glow_3D Iโve been using Marmoset for a long time since its somehow the cleanest and industry standard.
Is it comparable to that? looks so coool and would be really nice if its at the same level as that bcz no need to export
@Baba_Yaga_Lea you should check lumen surface cache from viewport options, might be lumen issue.
It could be a bunch of stuff, gonna have to check multiple things.
@Mystikart_ Beautiful visuals. Absolutely love the environments. I'll check it out on Steam asap. All the best. I would say give it time, it looks really nice.
Game dev isnโt just "make a game." Itโs:
- Late nights no one sees
- Learning 15 jobs
- Fixing one thing, breaking five
- Panic attacks
- Wondering if anyone will even care
And still showing up the next day. Keep going, indie devs, I believe in you.
If you are an aspiring 3D environment/prop artist, it's very important that you understand the scarcity of texture memory. Production artists go to great lengths to squeeze the most from the least possible amount of textures.
If you are building a portfolio, include pieces that showcase:
- trim sheets,
- vertex paint masks,
- utilization of multiple UV sets,
- tiling textures and how you hide their repetition.
These works won't get you hundreds of likes, but they'll show that you have the right sensibilities. You don't have to be a tech artist and build an entire pipeline. Just showing that you are aware of those concepts is a strong signal to your future lead.
You do need pretty renders and hero props to get likes, establish your name and attract recruiters.
But don't ignore the biggest pain point of every single graphics-heavy production.
My favorite resources on the topic:
- The Ultimate Trim: Texturing Techniques of Sunset Overdrive โ Morten Olsen (Insomniac Games)
Elegant and lightweight pipeline, almost an art form in itself.
- Behind the Art of Battlefield and Battlefront โ Joel Zakrisson (DICE)
My personal favorite. Love the double UVs and the detail normals. Revisited this article many times over the years.
- Cyberpunk 2077: A World Full of Substance โ Krzysztof Krzyลcin (CDPR)
The gargantuan scale of CP2077, vast sightlines, high detail density โ CDPR created a miracle.
- Driving Innovation: A New Vehicle Pipeline for 'The Last of Us: Part II' โ Matthew Johns (Naughty Dog)
Helps drive home the actual sizes of used textures.
- Building the World of 'The Ascent' โ Tor Frick (Neon Giant)
Teaches you what does and doesn't matter in production. Shows you how much data you can squeeze from an asset (color masks, mesh maps).
- Seaside Town UE4 โ Vytautas Katarzis
All-time classic. Hyper-optimized doesn't mean ugly.
- Old Freight Car โ Aleksandr Silantev
Very thorough breakdown that takes you deep behind the scenes.
- Modular Wood-Shack Kit: Insurgency Sandstorm โ Vuk Banovic
Beautiful little example of how far you can take a single texture set.
This is literally the pipeline for any asset or environment. It starts from a Moodboard or a Reference Board.
I am so shocked that some players have such a wide disconnect with the gaming industry. ๐
Maybe as devs, we should share some development practices with everyone.