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Sourabh

@sourabhhamigi

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Senior Lighting Artist @CDPROJEKTRED. Prev Concord, Forza, Hogwarts Legacy https://t.co/O8gW90olfD…

Seattle, WA
Joined February 2016
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@sourabhhamigi
Sourabh
11 months
Been a pleasure to work on Concord with some amazing folks! Here are some shots of lighting I did for the game!. More at:
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@sourabhhamigi
Sourabh
9 months
RT @ArtFromRachel: A lil garden helper bot to take care of your propagation trimmings. #b3d #newart #humanart
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@sourabhhamigi
Sourabh
9 months
And also because Moore's Law is going to be obsolete in the current trajectory. So the need for relying on tech like upscalers has become necessary. People really underestimate how much more difficult it is to render 4k res pixels in runtime.
@SebAaltonen
Sebastian Aaltonen
9 months
Reasons of diminishing returns:.1. 1080p -> 4K = 4x faster GPU for small quality improvement.2. 60Hz -> 144Hz = 2.4x faster GPU for small fluidity improvement.3. Real time vs static lighting. 1+2 already require ~10x faster GPU. 3 is heavy too. All this without improving quality.
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@sourabhhamigi
Sourabh
10 months
It's been a gut wrenching day that I'm still processing! It was an absolute pleasure working with some of the most humble, talented folks at Firewalk. I'll carry that friendship and experience with me forever. Alas! I'm now open for TechArt and Lighting roles!.
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@sourabhhamigi
Sourabh
10 months
All that tech advancements and they still can't make car play/ android auto work well huh.
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@sourabhhamigi
Sourabh
10 months
I did some lighting excercise over the weekend. Lumen GI and reflections on UE5. Full artwork here: .
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@sourabhhamigi
Sourabh
10 months
#PortfolioDay .Hello! My name is Saw-rub. If I'm not helping build pipelines, workflows and tools, I'm lighting some cool scenes. Here are some of work!
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@sourabhhamigi
Sourabh
11 months
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@sourabhhamigi
Sourabh
11 months
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@sourabhhamigi
Sourabh
1 year
Concord global release is few hours away! So proud and thankful for being part of this project! It's been an amazing experience and we hope you all enjoy playing the game as much as we loved making it!.
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@sourabhhamigi
Sourabh
1 year
Watch out for Travis's kick ass work!.
@travistready
Travis Treadway
1 year
Concord drops tomorrow morning and I couldn’t be more stoked and proud of a game I’ve worked on. My fellow firewalkers, we killed it. Let keep this momentum rolling.
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@sourabhhamigi
Sourabh
1 year
And I agree with comments above. I attribute most of my patience to baked lighting workflows haha.
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@sourabhhamigi
Sourabh
1 year
Unreal, Unity already have great support for convention lightmap and probe based workflows. I would strongly recommend starting there.
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@sourabhhamigi
Sourabh
1 year
To summarize (and to iterate so people don't misunderstand me) - Lumen is an amazing tech but if you are starting off in games and you want to be a lighting artist, Lumen should really not be what you should dive head first.
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@sourabhhamigi
Sourabh
1 year
Not to mention that there are very few games out there with lumen, hitting 60fps in current gen with reasonable visuals. Not because Lumen is a bad tech, because real time global illumination is EXPENSIVE even on modern hardware.
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@sourabhhamigi
Sourabh
1 year
If anything most studios not using unreal will incorporate hardware ray traced features like reflections before doing something similar to lumen, the coming years or so imo.
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@sourabhhamigi
Sourabh
1 year
If you are using lumen, rendering pipeline will be very much different and costs, performance will have different measured metrics.
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@sourabhhamigi
Sourabh
1 year
Most engines whether they are deferred or forward+ usually have a standard of predictive nature of cost for lighting - example: light cost would be per pixel, shadow depth will depend on geo density, amount, number or overlapping actors, lights etc -.
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@sourabhhamigi
Sourabh
1 year
Reflection probes for indirect specular lighting is still the main way of getting reflections in games. So If you choose to use lumen reflections vs the conventional reflection probes, that's another industry wide tech you are not getting accustomed to.
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@sourabhhamigi
Sourabh
1 year
Let's not forget that lightmaps are probably going to stay for a while, especially in VR projects where drawing 90 frames a second is a necessity. You are usually baking pretty much everything.
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