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comes with a broken rig and unrefined texture | powered by an unhealthy amount of caffeine

Port Dickson, Negeri Sembilan
Joined November 2019
Photo by erickrlim.fbx (@erickritcherlim)Photo by erickrlim.fbx (@erickritcherlim)Photo by erickrlim.fbx (@erickritcherlim)Photo by erickrlim.fbx (@erickritcherlim)Photo by erickrlim.fbx (@erickritcherlim)Photo by erickrlim.fbx (@erickritcherlim)Photo by erickrlim.fbx (@erickritcherlim)Photo by erickrlim.fbx (@erickritcherlim)Photo by erickrlim.fbx (@erickritcherlim)Photo by erickrlim.fbx (@erickritcherlim)
Ohh welp
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erickrlim.fbx retweeted
I've open sourced another small threejs learning repo about Silhouette Parallax Occlusion Mapping (SPOM) including a comparison against Displacement Mapping (DM) and normal rendering teapawt.org/FR3NKD/status/20426280…
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UEなどの無料のチュートリアルも見られるNaughty DogのSenior Environment Artist方のウェブサイト Gnomonでも2つチュートリアルを出しているみたい URL: peytonvarney.com/portfolio #ue
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erickrlim.fbx retweeted
SubstancePainter向けToonシェーダー「NyanToon」をBoothにてリリースしました。 SPではデフォルトでPBR系シェーダーでのルック確認になるためVRChat向けアイテムのテクスチャリングではUnityに持って行ったときの見た目が大きく異なり、ルック確認のためにSPとUnityを行ったり来たりする必要があります。 NyanToonはできるだけSP上でlilToonに近いルックになるように調整・開発したシェーダーです。このシェーダーでのルックでテクスチャリングをすることで、PBR系シェーダーよりもはるかにUnity上での状態を想像しやすくなります。 ※lilToonを完全に模倣出来るわけではありません。あくまでも「近い見た目になる」という状態です。 ※本シェーダーはlilToon風のルックをSubstancePainterで実現するために開発したものですが、lilToonの公式シェーダー、開発チーム、開発者、関係者とは一切関係ありません。 本シェーダーに関する不具合報告、問い合わせ、要望、相談その他一切の連絡を、内容や規模を問わずlilToonの開発者または関係者へ行うことは絶対にしないでください。 もしlilToonの開発者または関係者にご迷惑がかかる状態になった場合、配布中止をせざるを得なくなります 配布先は👇
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erickrlim.fbx retweeted
Still useful af. And still free. All my decals are also free now. Yes, you can use it for commercial work. No, don't even need to credit me, just take it. No, it's not AI, it's like 4 or 5 years old. nik-vili.gumroad.com/
Hi. I have i bunch of normal maps i made during my past projects and since there is absolutely no point to keep them to myself, i putted them on gumroad. You can take it for free, if you want. Cheers! gum.co/kkbmn #b3d #conceptart #polycount #gamedev
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#geometrynodes InfiniteFracture. Time to stop avoiding the last tool and just gotta make it ready. Then I can wrap things up and launch the product. (after making all instructions etc..) Still wip #b3d
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erickrlim.fbx retweeted
great breakdown from a real, human artist
People who make tutorials with AI without having a clue vs actually understanding the process and explain it with love 😅 Complete breakdown and Learn how to do it for real: artstation.com/artwork/YG3P5…
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erickrlim.fbx retweeted
Ramadan Mubarak from all of us at #mwfstudio - may all blessings find you and your loved ones. 💗🙂‍↕️ #indiegame #indiedev #gamwdev #tkapd
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erickrlim.fbx retweeted
Happy Lunar New Year from all of us at #mwfstudio! 🎉🎉 May the new year bring good health, wealth, prosperity and happiness to you and your family. 💥💥💗💗 #makewithfriends #indiegame #gamedev #tkapd
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erickrlim.fbx retweeted
Being outsource art manager is incredibly difficult. It is not just order models. You have to develop guidelines, rework things which not fitting the style and also be aligned with art direction. It's like you delivering work of 20 people, but all responsibility is on one. It's crazy to read comments like "ye, you just order models" or "oh, so this is HR positions" Doing feedback to artists and rework it non-stop is crazy pressure and much harder than just to models yourself.
This quoted post is unavailable.
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erickrlim.fbx retweeted
𝐓𝐚𝐤𝐞 𝐡𝐢𝐬 𝐡𝐚𝐧𝐝? 💗 > Yes 🙂‍↕️ > No? 🥺 It's dangerous to go alone... Take this? 🥺💗 Happy Valentine's Day from #mwfstudio ! #makewithfriends #gamedev #indiegame #tkapd
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It's finally time to share with all of you our latest FREE Military Trenches Asset Pack that we have made available for educational purposes on our Gumroad. With Full VFX support, an insane number of assets, blueprints, and modular pieces that can build out an entire World War I or World War II compound + trenches system. We're so happy to be able to share this all with you and excited to see what you all create with it! @quixeltools also recently launched their own Military Trenches art set and we think this could be a great addition to the beautiful work they have done. This pack was not designed or associated to the work done by the amazing Quixel team, but great minds think alike and so the timing is perfect for anyone working on projects within this area. The Assets are fully modular and many utilize some pre-made blueprints setup. Our friends at @polygonflow create fantastic tools inside of the Unreal Engine that can help to build out environments as well. Where you can also find more of our free assets inside of their launcher! Many of which will work great within this art set too. The pack will soon be on FAB and is already available on our gumroad. Thanks so much and we hope you enjoy our work! Of course it is only free for educational purposes and the commercial licenses will still be paid for studios and products that you plan on selling.
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Important but often forgotten/lost video talk on using the Ultimate Trim Texturing Technique. Using trims and reducing ugly low poly edges. Great video breakdown: gdcvault.com/play/1022323/Th…
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22 Pro Tips and Tricks for Environment Artists outpost-vfx.com/en/news/22-p…
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erickrlim.fbx retweeted
Welcome back to school to the Malaysian kids who started last week - and shout-out to the adults who do pickup!! 🚗🚗 All the best for the new school year - stay happy, healthy, and safe! Learn lots and of course... make lots of friends! 👦👧🏫👨‍🏫👩‍🏫 #tkopd #indiedev #indiegame
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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 — Morten Olsen (Insomniac Games) Elegant and lightweight pipeline, almost an art form in itself. - Behind the Art of Battlefield and Battlefront — 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 — Krzysztof Krzyścin (CDPR) The gargantuan scale of CP2077, vast sightlines, high detail density — CDPR created a miracle. - Driving Innovation: A New Vehicle Pipeline for 'The Last of Us: Part II' — Matthew Johns (Naughty Dog) Helps drive home the actual sizes of used textures. - Building the World of 'The Ascent' — 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 — Vytautas Katarzis All-time classic. Hyper-optimized doesn't mean ugly. - Old Freight Car — Aleksandr Silantev Very thorough breakdown that takes you deep behind the scenes. - Modular Wood-Shack Kit: Insurgency Sandstorm — Vuk Banovic Beautiful little example of how far you can take a single texture set.
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Here's a texturing technique I use in all my projects. It’s a universal base layer. I stack several noise textures to create subtle variations in the Color and Roughness channels. I create large and medium shapes using Clouds and Galvanic grunges. This base layer is the foundation for every material in the project. I use Passthrough blending + Levels and HSL to set the starting point for each material. On top of that, I add a reusable set of micro-noise fills. First, they mitigate color banding caused by HSL adjustments. Second, they add a “fractal” quality to the texture, tricking your brain into feeling that there’s more than meets the eye. Without them, the texture feels too “digital” and sterile. Don't overdo it though. It should be barely perceptible. 2-10 value steps. We don't want the texture to be noisy.
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erickrlim.fbx retweeted
Should your metalness have only black (0) and white (1) values, or are there gray areas? Let's get into it → 🧵
Your binary metal map is a lie. (unless specified) #3d
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Season's Greetings from all of us to you! 🎄🎁🎁🐱🐼 Have a wonderful Christmas and a Happy New Year!! ❄️⛄❄️ Stay safe this holiday season everyone! #tkapd #makewithfriends #gamedev #indiedev
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As we soon head off for the holidays, we want to thank our Twitter fans (still can't say X) for being part of our journey! Being artists ourselves, we know that many of you will be taking the break to work on your portfolios. That’s why we’ve created this blog roundup, showcasing some of the most valuable free assets and tutorials we’ve shared to support your projects. sierradivision.com/blog-post… Enjoy & Happy Holidays!
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