Matt Charlesworth
invertednormals.bsky.social
Matt Charlesworth
@invertednormals.bsky.social
Artist game dev
😮
August 1, 2025 at 1:57 AM
For color picking or as a quick utility texture to squish uv's into? I don't have any answers for you as I use mostly vertex color while prototyping. Just curious.
April 28, 2025 at 12:31 AM
Congrats Tom! It’s about bloody time.
March 21, 2025 at 3:10 AM
Yeah man totally get it. Just have faith that your muscle memory will eventually take all of the thinking out of axis/plane locking. It’s a slow on ramp but I’m glad I stuck with it.
February 17, 2025 at 5:25 AM
When I switched in 2020, the only thing I customized to be ‘normal’ was the viewport nav. I just tried making shit from there. Customizing only when I had decided an action was objectively less comfortable than what I was used to. I’m 100% gizmoless and never look back.
February 17, 2025 at 4:52 AM
What’s a time to be alive!
February 9, 2025 at 4:50 PM
One problem brought up by this was that as soon as a model exists, animators want to start doing motion/pose testing which exposes the weaknesses of decimated geo around joints like knees, elbows, neck etc.
January 2, 2025 at 6:40 PM
..curve objects etc, with modifiers and materials of different type (vertex color, material color, polypaint) and process them into viable game geo (high and low) in a few clicks, ready for baking.
January 2, 2025 at 6:40 PM
Just binged the series on iplayer last night before I even noticed it was a Campbell joint!
November 30, 2024 at 7:12 AM
One of a kind.
November 23, 2024 at 9:59 PM
Rising! Hope you guys are well. Miss you man.
November 21, 2024 at 3:38 PM
YAAAAS!
November 21, 2024 at 3:33 AM