I am officially a Blender boy, Ive permanently switched from 3ds Max to Blender and will never look back.
Canceled my 3ds Max sub, that will save me $400 a year.
This has over 1.5 million trees, each tree being over 3.5 million vertices. Thats over 5.25 TRILLION verts being handled here (not rendered obviously) and its running at around 50fps @ 1440p on a 3090. Nanite is insane
Something Ive been playing around with is making better looking foliage that feels more grounded. One of those things involves blending tree branches onto the trunk more naturally. Here Im just blending the UVs to remove the seam
If youre curious about how Im doing the splinters on the end of my wood, Im just using a wood displacement, increasing the intensity and extruding then slapping dynamesh back on to fix up the broken geo. Works great
I actually hate Lumen as a lighting solution. The amount of screen space is just revolting. Seems no matter what I do ( aside from maxing out settings) it will always just fail. Castrate my art to use modular geo and I still suffer.
January 16th will officially be my last day at Rockstar, and I am excited for the new opportunities given to me. 2023 is going to be an exciting and productive year for myself!
One day 3D environments like natural forests, caves, beaches, islands, etc are all going to look the same, and look boring. That’s going to be a sad day
Today is officially my first day at
@JangaFX
, super excited to be here and cant wait to help push visuals forward!
Here is a sneak peak at what Im working on, more to come
It bugs me to no end how limiting Lumen is for geometry, I cant have a modular room like this because Lumen falls apart. So much light leaking, so much screen space lighting. I have chamfers on the corners here, but now have to split the mesh even further, making it less modular
@Tyler_McV
What about it isn’t great? It’s a great achievement, technically speaking. The visuals look great. The only thing that could possibly not be great is the performance, but that is completely expected with a fully RT/pathtraced game, especially if you aren’t turning down settings
Started working on the new sky material for
@deadmattergame
with
@JohnnyGuitarDev
. The sky supports blending between times of day and different cloud types. With only 117 instructions its super cheap.
#UnrealEngine
We'd like to take this opportunity to thank everyone in the GTA Online community for playing with us across 2021.
As we enter our third console generation and with much more to come in 2022 and beyond, here is a look at just some of what’s on the way.
trying to do this in our game too 👀
it's mostly about getting a handle on readability, contrast, characterfull diffuse textures and rather dim lighting so specular highlights are not overblown.
Vertex painting is so bad and limiting in Unreal, please Epic, please improve the functionality to let me select verts, faces, do soft selection, use colour palettes, literally anything other than a radial brush that applies to everything under it.
Red Dead Redemption 2, man this is one of the greatest games I’ve ever played in my life. Absolutely crazy that I get to work along side everyone who made this art.
Excited to say that I’m going to be joining Rockstar Toronto as a Technical Content Artist! Excited to start this new chapter of my life. A surreal feeling to know I’ll actually feel like a proper game developer and not a basement dweller.