David is 3d artist working at Nvidia in Seattle, Washington. http://www.davidlesperance.net/ Support the podcast at: https://www.patreon.com/artcafetv Apparel. Art Prints. Coffee Mugs: https://www.kuciara.store My gear and book recommendations: https://www.kit.com/maciejkuciara https://www.amazon.com/shop/artcafe
David Lesperance is 3D artist working in video games industry. David worked for such companies as Valve, Blizzard and currently Riot Games. https://www.artstation.com/artist/metalman123456123
80.lv Interview

80.lv Interview

David Lesperance walks us through the creative process of using Megascans in modern art pipelines and Unreal Engine 4. David shares his thoughts on how his workflow has adapted to working with scans, and how he uses Megascans in a highly creative way.
Voxel technology - challenges and the inevitable volumetric future - Why voxels are the geometry representation of the future (and why "..and they always will be" is not true anymore) - What's the current state of things - What are the biggest challenges to make this paradigm shift happen Dan Tabar has two decades of gamedev experience, mainly from founding and building the independent studio Data Realms, which produced Planetoid Pioneers and the IGF Technical Excellence Award-winning Cortex Command.
DescriptionI wanted to share this real quick sorry Ive been super slammed with life work and want not. I wanted to share something that Im doing alot on my indie game Crimson Moon. For alot of the Armor Im doing a fun and quick little process that I picked up while do some alias work not to long ago.
Quick and fast marvelous designer Cloth Pipe Demo. Scene files and extra info located here. If it helps follow! Ill do more https://www.artstation.com/artwork/XBNY4D Shoot me your requests, gonna try to do more free tutorials and what not,