
Filip Štorch
@skvorus
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illustrator, concept artist, TOD, Lighting, game dev at @WarhorseStudios inst. https://t.co/mAwmJ6ASWp
Prague based
Joined November 2016
RT @Jaaazle: I now have the best and unique mousepad thanks to @skvorus 😭.Thanks for your amazing work on the game ! Děkují 🇨🇿 https://t.co….
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Got invited by the @XzoneCZ publisher to say few words about the brand new art book The Art Of #KCD2. (It's in Czech). It was fun but I should have prepared better :).
Otevřete si nový artbook o KCD2 a pusťte si k tomu toto velmi zajímavé listování s @PPaulieS a @skvorus , kteří se na tvorbě knihy podíleli. 📹
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RT @bundaskiflii: Some fun stuff I liked from the KCD2 artbook - mostly character design! - thread 🧵
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You won’t find a chapter for every village or castle, but we’ve grouped things into broader themes that capture the essence of each topic
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The book serves as an introduction to how our medieval world was designed and offers a glimpse of the effort such project requires
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Methods using cubemaps are far from ideal when used for an open-world game with Time Of Day and completely different weather profiles. Even with a lot of hacking, there will always be some inconsistency. It can't be helped. To all who made this possible, thank you!.5/5 :).
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I got a shot at this at the very end of production. A lot of manual work was already based on a half-broken lighting model and would be affected. It was like performing a high-risk invasive surgery on a finished, fragile game. And the whole team had to be on board with it. 4/5
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Adequate cubemaps do not fix only the water, but make the metals and all shiny surfaces reflect the proper values and colors. That helps all sorts of mud, puddles, and all the indirectly lit open areas. 3/5
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One of the goals was to reduce the difference between SSR (screenspace reflection) and cubemap reflection. In other words, I wanted to fix the damn border of disappearing sky reflection as much as possible. 2/5
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RT @WarhorseStudios: A painter with a past. A skull with a story. Brushes with Death, the first DLC for #KCD2, is out now. 🖌️.➡️Watch the t….
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I guess, in terms of visuals, making a good remake doesn’t mean flipping the assets and lighting. It needs either complete redesign (resident evil style) or faithful recreation, using somewhat the same visual principles and limitations. But the rest seems alright.
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The goofy buildings proportions stand out even more with dead serious realistic materials. Inn signs are MASSIVE. Trees, their shapes and their opaque leaves resemble a model kit for an architectural visualization. And look even worse in the distance too. My eyes hurt.
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I find the visuals of remastered Oblivion upsettingly bad for the praise it gets. Indeed, the textures look sharp, but the detail and more complicated graphic doesn’t scale well with the simple world design. Looking now at this 2006 screenshot, Lumen/Nanite feel like a joke.
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An update about KCD2 artbook. The Czech version will arrive in May. I've already read the English translation too, and I have to take my hat off to the translators — they did an excellent job with the text. God knows it wasn't easy.
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