@lowpolymai
3D character artist. Low poly by taste, not by budget.
Recent work
About
3D character artist. Low poly by taste, not by budget.
Skills
- Character Modelling (verified)
- Retopology
- Texturing
- Hard Surface
- Rigging
A skill with a shield has been checked by GzoneSphere against evidence the account supplied. The rest are self-declared.
Recent activity
Nine thousand triangles and a Switch: how Loam & Lantern was budgeted
The performance budget was written in week two and treated as a design document. That single decision is why the game runs.
Does anyone else find a shared material across a cast harder than it is supposed to be?
Rewrote trim sheets on a modular kit from scratch and it took a fifth of the time.
Anyone who has done a triangle budget written early at scale, I would like ten minutes of your time.
Three years in and I still get VFX legibility at the lowest preset wrong on the first attempt.
I keep seeing juniors get told the wrong thing about critique that is actually useful.
Everybody optimises topology that an animator can live with and almost nobody measures it first.
A short thread on UI that survives localisation, mostly so I stop being asked in DMs.
The received wisdom about lighting a space that has to read at speed is wrong and I have the numbers now.
What nobody tells you about stylised texturing that survives compression until you have done it twice.
Finally have a working approach to colour scripts for a level after four failed ones.
Small win: silhouette before detail finally does what I wanted.
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