Technical Art: Character customization, Mutable, Materials and Tools.
Occasionally draws and 3D models.
Formerly at Massive Black, Firewatch, FooVR, Norwegian Indie scene, and The Anacrusis.
If you know someone looking for a kickass Tech Artist/Programmer, hit me up. Happy to work either remote, or on-site in Stockholm.
Portfolio's at dahnberg.se
No?
Well, let's change that immediately, shall we? 😏
oxyoxspring.itch.io/polyarmory
No?
Well, let's change that immediately, shall we? 😏
oxyoxspring.itch.io/polyarmory
However, today I’ve been having a lot of arguments about how stupid I think the concept of generations are As A Millennial, and Tidal immediately decided to snipe me with this…
However, today I’ve been having a lot of arguments about how stupid I think the concept of generations are As A Millennial, and Tidal immediately decided to snipe me with this…
Breakdowns are coming soon, but first I sleep
www.xavierck.com/dragoon
Breakdowns are coming soon, but first I sleep
www.xavierck.com/dragoon
"Why are normal maps blue?"
Normal maps are blue because, within the visible spectrum of light, blue is closest to ultaviolets (UVs) light, and your UVs go on top of your normal map (purples) so it makes sense they're next to each other
"Why are normal maps blue?"
Normal maps are blue because, within the visible spectrum of light, blue is closest to ultaviolets (UVs) light, and your UVs go on top of your normal map (purples) so it makes sense they're next to each other
Here's a super handy reference for the formulas behind Photoshop's blending modes✨
Here's a super handy reference for the formulas behind Photoshop's blending modes✨