SpectralFog (@SpectralFog) header
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3D Character Artist

Joined March 2019
Photo by SpectralFog (@SpectralFog)Photo by SpectralFog (@SpectralFog)Photo by SpectralFog (@SpectralFog)Photo by SpectralFog (@SpectralFog)Photo by SpectralFog (@SpectralFog)Photo by SpectralFog (@SpectralFog)Photo by SpectralFog (@SpectralFog)Photo by SpectralFog (@SpectralFog)
SpectralFog retweeted
🎁GIVEAWAY ALERT!🎊 Buzzzz!🐝 We've created this bee dice.🎲 These honey-hued cuties have etched bees ready to bring some sweetness to game! The translucentgolden resin glitters like a 🍯. Follow and RT to enter to win a set of our honeybee dice with buzzing details! To enter: 🐝Follow @Urwizards 🐝Like + RT this post! Giveaway ends 8/7 at 8 PM EST! Sweet luck to you all! 🤟 Grab the set: bit.ly/urhoneybee #DnD #RPG #DiceGiveaway #Honeybee #URWizards #Dice
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Game artists! Which nodes in #Substance3DDesigner should everybody know? 🤔(especially beginners) What are your thoughts on this? Drop your suggestions down below!🤗
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SpectralFog retweeted
I've been making dice for 2 whole years now! To celebrate, I'm doing a... . ✨Dice Giveaway✨ . This is a jumbo hand-made set. 30mm on average. Moss and Fog . To Enter 💙 Like ➡️ Follow 🔃 Retweet . All 3 are required for a valid entry
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SpectralFog retweeted
The biggest error I see game artists make is incorrect PBR values. Never use pure white/black. Not even close. Charcoal is just a medium-dark grey, and eye sclera is beige at best (and gets more yellow the darker the characters skin is). Use physicallybased.info/ as a guide.
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SpectralFog retweeted
It's pretty easy to make LOD bakes with @marmosetco Toolbag baker. For anyone wondering who have to do it manually, here's a small thread 🧵 and example using the locomotive i made for #Rust
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I don't know if this is known, but I found this clever way of adding color variation to my materials and wanted to share it. Please let me know if I mess up something
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SpectralFog retweeted
#gamedev students, a simple tip for building your custom portfolio: Don't make unnecessary steps to get to your artwork. Straight to the good stuff. There's a reason why Artstations' layout works so well and is preferred. 1/2
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Competition time! We have some MYSTERY GIANT LIQUID CORE Dice to give away! Comment = 1 entry, RT = 5 entries 🌎 Open worldwide. Ends tomorrow, 6pm GMT! gametee.co.uk/collections/pr… #win #Giveaway #Competition
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SpectralFog retweeted
Do you need to optimize your game? Here is how to use Unreal Insights. A tool that will help you analyze the perforce of your game. A thread 🧵👇🏼
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this changes everything
cant believe it took me like 15 years to find out changing the brush mode from “normal” to “behind” on photoshop lets you color without painting over the bits you already colored
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Incredibly handy tool for instantly making your own UV checker maps! byvalle.com/UVchecker/
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Happy Christmas from the entire Flix crew! Hope you get loads of presents, festive cheer and time to relax. Have a fun one! 🎄
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SpectralFog retweeted
We are giving away a copy of #MarioRabbids, alongside a brand new Nintendo Switch OLED Model! To enter, all you need to do is like and retweet this post, and also make sure you are following the channel! Entries close Friday 6th January 2023, 5PM GMT.

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You can enable NoAI Tagging in your ArtStation settings if you want to prevent your projects being used by AI generators by default on all past and future projects.
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So, I'm making a game ready character for my portfolio! It's not meant to be a guide, or an educational piece, I just want to document my process here. Here's a thread with my WIPs and thoughts: (1/?) (I'd appreciate any constructive feedback, also 🖤)
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🚨 JOBS! 🚨 Flix is growing and we are hiring for multiple roles to help us develop and deliver amazing content for a range of AAA games. 🎨 ART! 🏃‍♀️ ANIMATION! 💻 PROGRAMMING! Find all the details at the link below and please share! flixinteractive.com/ #gamedev #gamejobs
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Quick modeling/topology tip.
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SO I get asked quite a bit how i do my real-time hair using cards, So this is my attempt at explaining how i do exactly that! 🧵
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#UETips Divide the final emissive color by the EyeAdaption node to keep the materials emissive consistent across different exposure levels. unrealdirective.com/tip/regu… #UnrealEngine #UE5
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