anton mikhailov @antovsky
Principal Scientist at Adobe, working on #Substance3DModeler. Ex: Spatial tools for #DreamsPS4; co-creator of PSVR & PS Move, ALife hacker :) Joined January 2011-
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extra story of Demon's Souls - Memories of Ruthlane - Game movie🙌 almost done! I will release this a few days later🤗 #extrastoryofDemonsSouls #MadeInDreams
Mixed feelings about AI in the creative arts, I can see it useful for helping to generate ideas, and I like when it can take away tedium (auto rigging a character with Adobes Mixamo for example), but I do love this letter from Nick Cave. youtube.com/watch?v=iGJcF4…
Egg carton mecha speedrun🐔
~ Day 3 ~ 3D Pool: now with sounds! I might upload this by the weekend… 🤫
~ Day 3 ~ 3D Pool: now with sounds! I might upload this by the weekend… 🤫 https://t.co/qrLCCiIw1B
Dreamers... show him.
Dreamers... show him.
My brother put a bunch of dirty old lego bricks in the washing machine and they came out assembled. I guess a few million years of this might produce some kind of lego life form, perhaps?
I wanted to make another of Toriyamas works in 3D, so I did. RIP Legend
Prompting has always been - imo - more of querying an infinite library than an act of creation. And that's fantastic for exploring ideas! But, there's a missing deep satisfaction that comes from the act of feeling creative authorship and forming a relationship to a medium.
Wake up babe, new IQ smooth blends article just dropped
Wake up babe, new IQ smooth blends article just dropped
Erdington, Birmingham - Environment Work in progress (Running on PS5) #environmentdesign #birmingham
Space Tick
so here's the thing. procedural generation is great. procedural generation is an artistic tool with a fine grained expressiveness which makes it a wonderful vehicle for creative intent. and until ai folks try to understand that part of making art, this is oatmeal x9999999.
so here's the thing. procedural generation is great. procedural generation is an artistic tool with a fine grained expressiveness which makes it a wonderful vehicle for creative intent. and until ai folks try to understand that part of making art, this is oatmeal x9999999.
Happy Birthday Dreams.
Mech sketch Made in VR with Substance Modeler
I decided to revisit a painting of mine from 2014. This time sculpting it in 3D with a black and white palette inspired by Kurosawa's films. The monochrome amplifies the bleakness and puts focus on the shapes, which is adds a lot to the original piece in my eye.
Working on a new Substance Modeler speedsculpt video. WIP Screenshot of the sculpt in Modeler.
A turkey-gorilla-mech WiP
Here is another snippet featuring evolved creatures (all having the same ancestor). This looks even more exciting.
Finally added the Allies system which will allow for a party of 4 characters!! You can't control the Allies directly, but you can command them to use one of their 3 unique skills! #MadeInDreams #DreamsPS4 #DreamsPS5
Martin Nebelong @MartinNebelong
27K Followers 1K Following 🎨 Artist on the forefront of tech, VR and AI. Client list include Runway, Lumalabs, Media Molecule, The UN, LEGO, Adobe. Once performed VR for 40k audience.𝖒𝖒𝖆𝖑𝖊�.. @mmalex
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476 Followers 3K Following Into PC, PS5 and switch. 3D animator. softwares I work in; Dreams, Blender, Maya, 3D max, houdini.Chris Wade 🌭🐸 @chriswade__
11K Followers 1K Following Game director @ Luckshot Games: Big Hops & @sportsclubgame Prev: @OwlchemyLabs @battlechefgame @manifoldgarden Liker of rock climbing, running, sudoku, tiktokLearned this a decade ago when I would have gone up against Spelunky or FTL or something
I'm sorry for any indies trying to launch games against this or in general. Best to not launch games at all anymore.
Benefits of hanging around Twitter for years: I vaguely remembered a thread involving Dennis Gustafsson (Teardown) about ray-marching volume textures and the early-z test. This is now relevant for my SDF renderer. I found the thread! (from 3.5 yrs ago!) x.com/sebaaltonen/st…
The problem with drawing backfaces is that you can't use conservative depth, since you might be Z-writing a value closer to the camera. Thus hardware pre-Z culling is off. I measured up to 6x performance difference with/without conservative depth in some Claybook raster protos...
I've been putting together an engine to experiment with some ideas related rendering Dreams-style SDFs via baked distance field textures. To start, I built the standard "ray-march analytic SDFs" prototype. Each frame the AABB containing all SDF shapes is rasterized. [cont'd]
#MagicaCSG capped spline
Rando's: a restaurant with no menus, it just brings you random food at random prices.
whoops accidentally made a procedurally-generated-and-editable-at-runtime grid-world thing. Wildly unoptimized, but still runs pretty good because computers are insane now...
extra story of Demon's Souls - Memories of Ruthlane - Game movie🙌 almost done! I will release this a few days later🤗 #extrastoryofDemonsSouls #MadeInDreams
that feeling when you open up a hobby project after a few weeks away from it and you press run and something that had been working for months crashes at a line commented "// haaaaack" and you can't remember what the hack is...
#PortfolioDay2024 Hi everyone, thought I’d change things up a bit and show my collectibles statue work through the years.
I still think we need an OpenGL/DX11 complexity API with modern features. Maybe a progressive API where you can take wholesale low-level control but also piecemeal tell the driver to manage synchronization, heaps, residency, threads, etc.
After looking at the current state of Vulkan (the API, driver support, stability, etc.), I have concluded that I'm better off sticking with OpenGL for the time being when it comes to making a PC game.
The C4 Engine currently runs with OpenGL, GNM, AGC, and DX11. The Slug demo runs with Vulkan, OpenGL, DX11, DX12, GNM, and AGC. I had been planning to update the C4 Engine to Vulkan, but I'm worried it would just create a bunch of new problems that I don't currently have.
And back to the drawing board we go. 🥹
The UI is resolution independent And see how "more text" stays at the bottom-right corner of nine-slice? The position is not hardcoded, it's all anchors and offsets :)
@EricLengyel "Vulkan can do anything that OpenGL can do, and more!" "Like, implement the OpenGL API on Vulkan?" "Not that"
@EricLengyel @TemperGame What I'd love is an OpenGL-like API. Doesn't need to follow the mistakes of OGL but we need something filling in the OGL/DX11 mid-level API. Vulkan is great that it exists but I think it has further widened the gap between game developers and rendering engineers.