Painting on Meshes Using LightMapUV and RenderTexture
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Doesn't they say the same thing about photography when it was emerging? ;)

Agreed. This is just depressing and is a detriment to society. If this keeps advancing at its current rate, good art will be so trivial to generate that it won't be special anymore. Art will slowly morph into a banal distraction, with creating an original piece being as easy as applying an Instagram filter. The role of the human artist will change from a craftsperson to someone who picks a bunch of parameters, gives it to the AI, and chooses the best output. This type of technology is a threat to the very existence of art as a craft, will completely devalue artwork, and will make the journey of training to become an artist obsolete. I hate these researchers for what they're doing to a field that I love.

I disagree. There will always be demand for real artists. Like any other digital software, this is just a tool with the possibility to help artists create compelling worlds faster and add realism that would otherwise have taken days to make using other methods. As a 3D character artist, I would love to use this to create quick backdrops to place my characters in to enhance final renders.

Painting on Meshes Using LightMapUV and RenderTexture
15 November, 2017

3D artist and game developer JOYCE (aka Minions Art) has shared another quick guide for the low poly fans. The artist is still working on an action adventure game called Astro Kat and to fund the project, the specialist keeps publishing tutorials on game art and design. The new guide will show you how to paint on meshes using LightMapUV and RenderTexture .

Make sure to check out other low poly guides on Patreon. There are new GIF tutorials every 2 weeks there and a new devlog every month.

Source: Patreon

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deragEvan Recent comment authors

Looks cool, but wouldn’t be there artifacts where meshes UVs are separated? On lightmap tree can be in different position than rock, so drawing brush on rocks UV coordinates won’t affect the tree near.


Wow, this is very cool! Just curious, what’s the performance overhead for doing this per frame?