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Got some LINEWORK comments on my Lantern post
So here's a thread on Linework process & my learnings from this project:

1/12
Linework is a topic Tech-Artists think a lot about—It’s partly why I started this project: ImageImage
2/13
Like w/ any Realtime Shading Feature, the best solutions balance Fidelity, Workflow, & Performance.

The general problem with linework in games comes down to Texture res vs. Memory, and Compression-artifacts/Pixelation—especially if players can get really close to objects.
3/13
Increasing texture-res for each asset, even with optimal UVs, just doesn’t move the needle enough to be practical. It would also have major fidelity issues on low-spec hardware, mobile, etc. So just drawing the lines was a no-go:

ex: Look at them gnarly pixels😱 Image
Read 14 tweets
So, we're working on a small game called:
Onomatopeya
and here's a proof-of-concept/lookdev scene that we've been making these past few months!
#indiegame #indiedev #gameart
This is a straight #eevee render, made 100% inside #Blender3d, using #greasepencil and lots of custom scripting to turn it into game friendly assets 😉
(= it looks just the same inside #UnrealEngine)
We're almost done prototyping the base mechanics, so we'll be making and sharing (and streaming?) more art soon-ish.
Bye!
Read 3 tweets

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