subtilicus.bsky.social
Technical Art Director, Activision - Elsewhere Entertainment
23 years in games.
Dane, living in Sweden.
Formerly
Unity Technologies : FPS Sample, Megacity & DOTS.
Io Interactive: Lead Artist and Tech. Art Director on Hitman & the Glacier Engine.
19 posts
986 followers
2,446 following
Regular Contributor
Conversation Starter
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it’s called a laptop!
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The inflation adjusted price for photoshop in 1990 ($895) would be $2200 today, Quite the barrier of entry.
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Because they don’t actually live there. Most super rich are just nomads so all their ‘homes’ are just fancy hotel rooms.
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Cthulhu or tree?
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depends on this size / complexity of the object, left will be come unmanageable fast on more complex structures, eventually you have to find a way to terminate the loops.
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Gorgeous!
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i think that is just a curb side, not a finger.
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My first steps into game art was painting new on top of your Q3A character textures :)
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Not to make this a Godot vs Unity thing (i love all game engines) but Unity has a script function to physics step in edit mode, which allows for object placement tools like this, could make for a good feature request for godot.
youtu.be/3lYot7QdD_w
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you would usually want to weld verts across the mirror seam, for mesh smoothing reasons.
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might have missed it on your feature plan but mirroring functionality / a realtime symmetry modifier seems like tablestakes in a modeller to me.
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well they are also not of an ignorable size, some games have a gigabyte or more of shader variants. So it could be a huge download to cover all bases.
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Wish i could English better, long day 😂
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The 1987 Danish ‘Ellert’ 😅
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This feels is so charming and ‘touchable’ , animations, assets, lighting and rendering all amplify each other. Excellent work.
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The curvature maps are not really mathematically correct, but so much easier to tweak to what you need for aesthetic purposes than substance’s.
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Sure, in 5 months. #scandinavia