NightVision retweeted
The archives (level work in progress) #godot
NightVision retweeted
One of the best teachers for this topic, and all around amazing person! Go check it out if you want to pick up a few gold nuggets for rigging in Blender.
Small reminder, that my new rigging tutorial is out now on my YouTube 😉
And a little preview of me trying to seem professional 😁
🔗 below
#b3d #blender3d #rigging #tutorial #3danimation
NightVision retweeted
New personal project out, always working on pushing the quality bar.
Let me know what you guys think!
Breakdowns below >
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Seiko put a television on your wrist in 1982. The TV Watch still looks like a piece of retro-futurist technology.
There’s something so ironic about companies like Adobe, Unity, or Epic pushing AI so hard, while people are starting to reverse engineer engines and softwares, sometimes with less bloat.
we can now tell them the same shit we hear all day: “This is the worst AI will ever be.”
NightVision retweeted
I had the pleasure to write a little article about my handpainted journey so far!
gamedevcodex.io/p/y4ofxc
Fyr Baker 1.0 is out!
A texture baking addon for Blender with its own GPU baking engine. High to low poly bakes, much faster than Blender's built-in baker, and no exporting to another app just to bake.
fyrplugins.com/baker
#b3d #blender #gamedev
NightVision retweeted
3D Artist @harryamatt breaks down his Barrett PRC-2082 military radio, created as his final assignment at University. In this article, Harry discusses ref, blockout, high & low poly modelling, UVs, baking, texturing, stencil creation, lighting & rendering.
gamesartist.co.uk/military-r…
NightVision retweeted
Problem: Wanted some rust on this sight, so I added an occlusion generator. Was perfect everywhere but the engraving.
Solution: add a blur to the occlusion, then mask the blur with a paint layer on just the areas I needed.
Bonus: The blur is non-destructible 😁
NightVision retweeted
Noise in your 8-bit normal maps is generally a good thing. Let's break it down 🧵->
Pro Tip: If your reflections on assets with baked normals look grainy like the top example, try rebaking your normal map in a 16 bit format. 8 bit formats introduce a lot of noise.
model by @Uridoes3d
NightVision retweeted
Joe makes a good point here. If you're doing it for portfolio showcasing, the 16 bit option is fine, but 16 bit will also kill vram in a gamedev setting, so consider where the asset is going when authoring maps.





































