Vicente Moscardó Ribes (@VIMO_97) header
Vicente Moscardó Ribes (@VIMO_97) profile picture

- Stylized 3D Artist in Barcelona at @antihero_games - Contact: vimorib@gmail.com - Prev: @Bamboo_G_Studio @PotasioTeam

Valencia, España
Joined June 2015
Photo by Vicente Moscardó Ribes (@VIMO_97)Photo by Vicente Moscardó Ribes (@VIMO_97)Photo by Vicente Moscardó Ribes (@VIMO_97)Photo by Vicente Moscardó Ribes (@VIMO_97)Photo by Vicente Moscardó Ribes (@VIMO_97)Photo by Vicente Moscardó Ribes (@VIMO_97)Photo by Vicente Moscardó Ribes (@VIMO_97)Photo by Vicente Moscardó Ribes (@VIMO_97)Photo by Vicente Moscardó Ribes (@VIMO_97)
This is a timelapse of the 3D Gradient Texturing process. This time, I focused on texturing each UV section of the color gradient column separately for each corresponding part of the model's color 🎨 #wip #3dArt #timelapse #speedmodeling xitter.cf/Sr_Jueves3D/status/185…
To optimize separated textures for game engines, it’s recommended to convert them into a texture atlas where each gradient column is reduced to one pixel in width, with model UVs scaled to zero on the vertical axis for precise alignment. #Blender #3DArt #LowPoly #DigitalArt
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Sharp edges can be highlighted by stretching specific UV islands toward the brighter top of the color gradient It is a simple trick to make low poly models pop on mobile screens without adding extra texture overhead #blender #mobilegames #Misfitz
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With 3d gradient texturing you dont need heavy texture maps to get rich details By stretching the UVs across a tiny color gradient, geometry does all the heavy lifting It works similarly to a trim sheet, but built entirely for mobile optimization #Misfitz #blender #mobilegames
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Vicente Moscardó Ribes retweeted
Replying to @Dragon12cake
She’s here… just need to dig out the originals..
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Vicente Moscardó Ribes retweeted
1. Start posting before you're “ready.” I used to wait until things were perfect. Big mistake. Post your process. Post WIPs. Post breakdowns. Share what you’re learning. People don’t just want results. They want to follow a journey.
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Vicente Moscardó Ribes retweeted
Something on the horizon 🌆
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Artists, show me your most popular piece 🚀
Artists, show me your most popular piece 🔥
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A few years ago I went through a hand-painted phase and ended up making these #3D swords in 3ds Max (before I switched to Blender) That was an interesting time ⚔️
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The 2D concepts I used as reference to model the swords are by Fernando Correa, Arthur Mougne and Grace Liu 🧑‍🎨
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My two favorite pieces✨ (For some reason, orange monotype 🍊)
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Finally getting to make one of those cool tweets! I’ve been working as a 3D Artist at @antihero_games for a couple of months now🤘😎 Proud to be working with an amazing small team of industry veterans from companies like Supercell, Blizzard, and King 🔥 xitter.cf/antihero_games/status/…
Our first Antihero Talk is live: The Truth from Ex-Supercell Devs on Building the Next Mobile Game Hit! youtube.com/watch?v=cjQMZ-K3…
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Here it is! The timelapse of the 3D gradient texturing process for apartment.01 🏙️ This type of texturing is an ultra-light 3D technique for mobile usage, Thanks to @krzymsky for the amazing reference! #3DTexturing #GameArt #Blender3D #StylizedArt #LowPolyArt #3dArt #3dartist
Another timelapse of the modeling process in Blender ⚙️ Stay tuned, I'll be posting the Gradient Texturing soon! 🎨✨ #Blender3D #3DModeling #Timelapse #LowPoly #3DArt
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Vicente Moscardó Ribes retweeted
A new horizon is forming.
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Another timelapse of the modeling process in Blender ⚙️ Stay tuned, I'll be posting the Gradient Texturing soon! 🎨✨ #Blender3D #3DModeling #Timelapse #LowPoly #3DArt
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Here we go! A timelapse showcasing the 3D gradient texturing process for the Sci-Fi Cozy Café ☕ This texturing method is a highly optimized 3D technique designed for mobile games 📱 Thanks a lot to @AndrieriStefano for the Concept Art Reference! #MobileGames #LowPoly #Blender
Here’s another speedup of the modeling process in Blender! Stick around, I’ll be sharing the Gradient Texturing soon! 🎨 #Blender3D #GameDev #3DModeling #Timelapse #IndieGame #BlenderArtist #SciFiArt #3DArt #LowPoly #GameAssets #MadeWithBlender #DigitalArtist
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#3D Outline effect / cel-shading effect: Duplicate the mesh, flip the normals, push the duplicate outward slightly, and apply a black unlit material ⚫️ In #Blender, this can also be achieved using the *Solidify modifier by adjusting its thickness and enabling *Flip Normals ✨
Here we go! A timelapse showcasing the 3D gradient texturing process for the Sci-Fi Cozy Café ☕ This texturing method is a highly optimized 3D technique designed for mobile games 📱 Thanks a lot to @AndrieriStefano for the Concept Art Reference! #MobileGames #LowPoly #Blender
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Well, that would be it! And the Sci-Fi café in 3D! 🏢☕️ (Original Ref by Andrieri Stefano)
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Here’s another speedup of the modeling process in Blender! Stick around, I’ll be sharing the Gradient Texturing soon! 🎨 #Blender3D #GameDev #3DModeling #Timelapse #IndieGame #BlenderArtist #SciFiArt #3DArt #LowPoly #GameAssets #MadeWithBlender #DigitalArtist
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The original concept art is by Stefano Andrieri! artstation.com/artwork/Qn15R…
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