Best part of the Arcane documentary. I'm tired of seeing people trying to find shortcuts to mimick painting while you can just simply do one thing : Paint.
Students/juniors trying to get in the industry asked me for tips / how to, so here's a small one :
Use references, you can find tons around you even if you work on stylized assets! Yes you will have to work A lot to get good, but keep it fun! Observing is also learning/working!
Forgot to post an update, started some trees this weekend. I'm done with the sculpt and normal overpaint for the base trunk, here it is with a blockout albedo on top :
🇬🇧 GOBELINS Paris shared a student project yesterday.
The publication featured several visuals created with the help of an AI. Many people expressed their disappointment at seeing artificial work published on our networks. We're not unaware of recent controversies associating AI
Sharing something super early, worked mostly on the rendering and not on the texture but both Shogun and the Boy and the Heron got my inspired to study asian fabrics.
Quick 30mins sketch for fun, I've always seen people going "No you can't paint the normals or fix it with painting" There, I painted it all then, will try to do that properly on some tileable this weekend.
Made a brick wall today with some handpaint on the normals! UE is finaly allowing tesselation on nanite meshes and it's going to be a fun process! Need to put more time on the texturing!
Had to rebuild the engine from source and dig into the code, but I finaly have it, colored penumbra! Still a lot to work on and tweak before it's fully satisfying
#UnrealEngine5
#UE5
#stylized
Throwback from a couple years ago when I was making some burned trees as a test, would be nice to finish a personnal scene/project one day! Not to complain about it, but it's way easier to work on full personnal environments when you are not working fulltime!
Finished the tileable, I'm now experimenting with ways to add color variations without vertex painting or decals. This system auto detects crevaces and could be used to nicely link objects together, it's either automatic (like on the ground) or handplaced.
A lot of 3D artists are mostly technicians with some low art skillsets and we shall all learn and practice our fundamentals way more instead of relying on tools and automatisation. While I’m on it, generating noise in Designer/Painter doesn’t make it Hand painted.
Removed my art from
@ArtStationHQ
AI is at the opposite of art and should not be encouraged. You will be able to find my work here, or on my website : that i'll try to make as pleasant as possible and update. Tutorials will also be there.
Well, this blew up while I was sleeping so here's the mandatory :
I'm Romain, Principal Artist at Airship Syndicate (I make the enviros you explore) you can follow my work here or on AS :
Please, support indie games and artists!
Decided to take some of my easter weekend time to make a little shader in
#UnrealEngine5
so here's some water, automatic detection for shapes using Distance Field, some caustics and displacements, will add some FX soon on top of that.
#Stylized
#Water
#UE5
A huge misconception going around (being used a lot by AI users) that artists need to be faster, produce more... You have no idea how fast artists are and how much art we throw away due to bad production planning and lack of vision from execs.
Since I removed everything from
@ArtStationHQ
some of you might want to access the old tutorials I made about
#Stylized
props, they are all available for free on Gumroad, and I'll add them soon to my site :
(Their are old will update them one day.)
As promised, here's a first tutorial focusing on creating an integration scene in UE5, it's not perfect but should help beginners to have something to test their art in, there's video and text support. 1/🧵
I never liked flat tileable anyway. Here's a test in
#UE5
in order to adapt my process to
#Nanite
for some times we were able to have some shapes thanks to tesselation but only in the Z axis, here with a tileable mesh, things can go crazy
#gameart
#stylized
#handpainted
Will try to post breakdowns a bit more if that can help people to understand/learn a bit better, here's the albedo for the TOTK shield fan art. Used a 2:1 ratio in that case.
Hey! I'm hiring a Junior Environment Artist for my team at Gravity Well! This is a very special opportunity if you are willing to embrace growth, are interested in hand painted and cool shapes then please apply (or PM me) and help us build an ambitious painterly new world!
“Your Fingers Would Remember Their Old Strength Better, if They Grasped a Sword-hilt.” Paying homage to the late Bernard Hill who's role in LOTR will forever impact me as an artist. Here's a redesign of Herugrim, Theoden's sword.
The levels of most art schools is catastrophic, many students are fooled by scammers who just wants to make money and sell the idea that a diploma is the only way to go. The art, tech, ways are outdated and mostly taught by people who never worked in production.
are.....are art schools not teaching students anymore????
im genuinely asking 'cause in the past month ive gotten numerous mentorship/internship/interview emails and it's just.....kind of concerning me that these students are required to do this kind of stuff?? am i bugging or??
I used to have a huge respect the Les Gobelins, one of the biggest art school in France, they are now doing AI classes using Midjourney and also promoting AI for writing.
I swear those megascan trees are supporting 99% of the Environment Art in most realistic games, we shall play a game a try to find them in all the big AAA trailers
Final shot on this one, instead of using tesselation, I tried POM with a handpainted Height Map, feeling like this all process could allow for a cool art direction! Tileable could be converted in a tileable mesh with Nanite in UE5
And this is why naughty dog best game still is Jak, good design, good writing, perfect art direction for it’s time. Calling hand animation obsolete is one of the most idiotic thing I’ve read this week.
Still ready for more Wayfinder art? More coming soon! Every screenshots are the result of years of team work! In the Codex Hall, I was responsible for a big part of the architecture kit, worldbuilding, foliages and light. In the Woods, Foliages, Landscape, Snow tech, worldbuild.
More progress on my fully painted experimentations, using Vpaint with POM I can blend between two tileables pretty nicely. Again, normals, height maps and albedo were all fully handpainted in photoshop! Still some improvements to do in the transitions between mats.
Put a bit of time during lunch today, finaly happy with how silky it's starting to look, as always, all the maps were Hand Painted with love by yours truly.
Among other divisions, the layoffs will hit Insomniac (Spider-Man), Naughty Dog (The Last of Us), and Guerrilla (Horizon), three of PlayStation's most successful subsidiaries
I was already radicalized against IA, but we might need to start a witch hunt if no one is doing anything to protect artists, we need to do it ourself.
Absolutely insane how Pink Floyd chose an AI generated video as the winner of their $100k animation competition over a hand crafted masterpiece such as this one by
@TheInsaneum
Fuck AI
Close to 100k, nothing i'll make will ever get that much traction so let's use it :
Artists, keep practicing everyday, love your craft!
AI and NFTs can go to hell.
In years i'd like to have my own place where we will paint everyday!
Fuck MTX and Gachas that are predatory!
Spruce Trees for Wayfinder, those were always a fun one to make, the all tree is running on a single material and texture set for optimisation purpose (here in 1024x)
The first 3 meters are the most important to detail that's where the players would look most of the time!
Finaly had some time to work on my
#DiablolV
fan art, here's a first test for the rendering and level of details that I'm aiming for, goal is to achieve the darker tone of Diablo while painting everything.
Memories from years ago, when I was testing the foliage kit for the Highlands area in Wayfinder. The goal was to have big shapes (Trees) combined with medium and small ones (Bushes and Grass) then playing with color variations using greens and reds.
For the pew pew enjoyers, as always, all PBR maps handpainted. And a good example of how this is Also possible on 3D objects and not just flat surfaces.
I've removed all of my art content from Artstation and won't be interacting on it anymore, Epic's decision to just accept AI on the website is not acceptable and I won't give them clicks anymore. You can still find all of my art content on my website and socials.
Same scene as yesterday, Here's some work of when we were exploring weather and light, I was also responsible for the river shader (in coop with Isabel Grayce our dope Tech Artist!) on top of the natural assets. As always, all screens are the result of a team effort!
I've been saying this privately but I feel like we need to push this idea forward : Our art community needs a place where we can feel safe and protected, and it needs to be hosted by a non profit organisation, neutral and not influence by greed.
@indigoUan
There's 2D/3D in the backgrounds, and then all of the charas are in 3D, but you still paint on 3D assets! It's the same process, just on a model
One advice that I would give to any junior/young artist, Don't JUST look at game art, it's so limited... go outside, understand how nature and objects are working, get interested in fields helping you to understand how life works around us.
Using Virtual Texturing in
@UnrealEngine
you can blend things with the landscape, but here i'm using the landscape height vs object height to create a top down gradient that I then feed to a curve, allowing me to create a gradient. RBG is controlling the albedo, Alpha for Rough.
Sorry for those affected by the layoffs at Riot and other companies. If that can be of any help, Gravity Well is still looking for:
Sr. Concept Artist
Principal VFX Artist
Principal Tech Artist
I can vouch for Gravity Well that they highly care about their employees.
Palworld is a good reminder that as artists we shall be working for ourself, our close ones and to please people that actualy cares about our craft, to consider our work as a creation and not a product. 🧵
Don't be surprised if Artstation, Unreal Engine or any Epic related products are full of AI, the head is rotten, they don't give a single shit about artists and they show it. I'd love for artists in the industry not to have to rely on tools made by people who don't care about us.
Some of my first task around 4 years ago on Wayfinder was to look at how we will stylized and bring shapes to our world.. especialy foliages, here's some early explorations with some birch trees.
Hey, here's a first pass on a new fully handpainted tileable texture, again inspired by my travel in Spain. Won't lie, it was challenging to handpaint all of those tiny tiles. I'll add some controls over the colors with some masks and I need to improve the vpaint transition.
And a little video with the POM so you can see a bit better the depth thanks to the handpainted height. Pretty happy with the end result (you can notice that the POM is breaking the tilling, which would be fine if we had custom meshes, nice UVs, or simply just not a test cube)
No Forgiveness, Artists, Progs, Designers, QAs, Writters, Animators, we need to seize studios and push those assholes out of our industry, they don't live to create, they are just here to control and profit out of our work, devoid of any humanity and love for what we do.
Sharing a little tip, using the Height information of the Lerp between two tileables, you can convert this greyscale value to normals or the POM values allowing you to add some depths in the transitions.