glassbottommeg, (edited )
@glassbottommeg@peoplemaking.games avatar

Got a #art / #gameart / #gamedev kinda question:

Let's say I have an artist who really likes modelling (and is quite good at it), but tends to get stymized at texturing. Not can't-do, just that isn't their favorite.

Hit with me aesthetics that are geometry-forward, that either minimize texturing, or favor broad-stroke texturing, or at least less focused texturing (so hard surfaces/generative akin to trimsheets or noise maps or auto-world-UV-texturing or etc)

It isn't that she do it or anything, I just feel strongly that you should build around what your team is best at and most enjoys, and I mean. There's no particular reason we gotta shove down the default path here!

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