incremental progress today:
Ive added the sand, plants and some particles to the scene. Also fixed the line thickness of the line weight on the trim sheet. I think I'll have to fix the black lines on the egg statues and make them blend in more as well now to match. Gotta figure out the mossy areas and the lights that fill up the ground. Never done those kinds of effects. Thinking about maybe doing decals in unity. Or floating geo with an alpha? Kind of the same but also open to suggestions!
squarebender
Still chipping away at the scene. Currently doing an texture atlas for items on the desk. Then I want improve the window, trims and cobwebs.
@squarebender looking good! If you choose go with the light hitting the chest, you could alter roughness and spec values in the cavities so the color doesn't blow out as much and to control the highlight.
Fabi_G
Hey Polycount! Here's a vampire army I worked on for the Lord of the Print october release. Here's one of the generals, the rest is on Arstation!
https://www.artstation.com/artwork/8w0w4n
DoctorBloup
Hi! I'm glad to show rock creation technique with UDM
Unified Detail Mapping (UDM) in this particular case is used to obtain large shapes when viewed from a distance.
Since the close up detail is provided in the regular tiled textures, with the UDM map we show great details after baking highpoly from ZBrush.
At Shatterline, we used this method to create large cliffs, rocks, trees, etc.
For the rock and moss tile materials, I used scanned textures from our library with polished in Photoshop.
https://www.artstation.com/artwork/14P6r2
romaageev
Hey everyone,
I used to go by "Neolight" on these boards and then stopped posting after entering the industry to do being too busy working all the time. I am now returning as "Kahze" which has been my official digital art handle for several years now. I'll continue to be Kahze from here on out, it is the name I have found I am most comfortable with.
That said, allow me to re-introduce myself. I'm a game artist, I've worked in AAA for several years as well as indie. I got my start in the industry at Insomniac Games where I worked on Ratchet & Clank for two and a half years and some other projects we had going on there. I then left Insomniac to start my own studio DreamSail Games and shipped two games on PS4 and Steam. In my spare time I contributed to other indie teams and also tabled artist alley at furry conventions and took allot of commissions.
I am an anthropomorphic focused artist mostly, but I love to make all kinds of game art so long as it fits within the realm of fantasy or sci-fi. I'll kick off this sketchbook with some of my favorites from my portfolio at: https://www.artstation.com/kahze
God Speed to you all, and I'll see you around these boards.
Kahze
Shrike said:
- Realtime lighting and shadows multiply your vertice count effectively in engine but is unavoidable
- As one vertice can only have one material, UV, RGB etc, coordinate for each, adding a second UV doubles the vertice count again
- Layering materials on the same mesh should be avoided, split the mesh into the material parts as this again cases tons of unneccessary vertices as a vertice can only have one material, so they are doubled again for the new one
- Vertices up to a certain degree are easily handled by decent GPUs, materials and drawcalls usually are more important to watch out for
As example; If you have one car and the car has one mesh+mat for interior, one mesh+mat for lamps, one mesh+mat for windows, and one mesh frame that uses multiple materials for the details on it, like a chrome trim and whatnot, this is easily 5-10x the vertice and drawcall / shadow caster count and effectively performance drain - than having it all in one mesh and material, even if the actual model is not any different.
Now where I scratch my head the most:
(?) Material transparency is very expensive (in Forward only?)
(?) Drawcall performance is not linear, after a threshold that it becomes the main performance bottleneck as there is a physical limit the CPU can handle well
(?) Textures operations effectively cost performance in a material depending on texture size, but texture amount is not really important until you reach the GPU cap of (16 at UDK times?) - it just is part of your shader performance budget and an operation like others
(?) You can save texture operations in shaders by saving different maps in different RGBA channels, which then is 4x more performant for the operations as 4 invidivual maps?
(??) The texture overhead is depending on the passthrough/bandwidth of your GPU, if that is too slow you will see bigger FPS losses, and as long as your video memory is not full, overall texture size in your game does not really matter, but when its full, its going to be a huge fps sink unless it automatically turns down to the lower mipmap - (Im really confused about the entire texture thing still, size dosnt matter but also it does?)
While it is true that it is indeed "just another tool", I feel like there are massive blind spots in people's appreciation of the consequences of all of this.
Sure, the output of this or that AI algorithm isn't perfect or production ready, and artists are not going to lose jobs overnight because of it. And of course it's neat to have access to such a literal "make art" button - especially for AI-bros who just love the fuzzy feeling of "creating" something by typing in a prompt.
But one of the very real consequences of all this is that we are already at a time where the output of such prompts is directly usable in moodboards and thumbnailing/brainstorming. This is of course a lot of fun to play with (and I would encourage everyone to do so, as this stuff really is fascinating), but that also means that panels like this (100% AI generated) are now a thing :
Now *of course* one could prepare a similar collage with a few hours of googling, so in and of itself that's nothing new and both processes are similarly derivative.
But that also means that inevitably, there will be cases where some artists (the human ones) are going to be tasked to work from something that comes directly from an AI image generation tool, as opposed to coming from a human designer/curator. AI evangelists will of course say that it doesn't matter, that it's just a tool, and that speeding up a process is never a bad thing ; but there will absolutely be some people who will straight up refuse to be part of a process in which the thing that is handed down to them didn't come from the experience, knowledge and craftmanship of a designer (even if they never met that person IRL) but just a text prompt with the always useful "trending on Artstation" bit thrown in for good measure.
This rejection will not be because of the results being bad, but because it simply is less interesting since it means being unable to have any conversions about where an idea came from, what the influences of the art director are, and so on.
So to go back to the example of mocap and animation : sure, mocap didn't kill traditional animation. But will an animator specialized in manual animation (or even just mocap cleanup work) which up until now was always based on human capture, be just as willing to do the same work if based fully on a AI-generated sources ?
I am 100% sure that it won't take long for some studios to experience this first-hand and that we'll see some studios and companies positioning themselves as not using AI in their creation process, regardless of it being a useful tool or not. Because even though no one is owed a job, there is still a very real incentive in making sure that a team is working well together and solving problems and design challenges as a tight unit. Of course the deciding factor will be whether or not it will be sustainable to do so.
I am also very interested to see the reaction of the general public a year or so down the line, when we'll start hearing AI-generated music at the mall, or when we'll start seeing tons of products being advertised as "designed by AI". Some will love it because it's new and interesting, some will consume without giving it any second thought, and some will undoubtedly hate it.
pior