Logan Preshaw
@wickedinsignia.bsky.social
9.5K followers 220 following 810 posts
Artist and Art Director in games Worked on Valorant, LoL, WoW, Ark 2, AR/VR projects and Avatar 2 Guest of Honour for Aurawra ‘23 and FWA ‘24 He/Him 31 🇦🇺🏳️‍🌈 No NFTs, fuck genAI, free Palestine https://cara.app/wickedinsignia
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Reposted by Logan Preshaw
wickedinsignia.bsky.social
TBH I think this is just where we're at now.
The genuinely "good" options suck and no one uses them. The usable options have power-tripping twats at the top.
I'm sick of being reactive, I just wanna use what sucks least and be real about the fact it could be so much worse.
wickedinsignia.bsky.social
Sincerely: 31 year old industry artist with many colleagues over 30.
wickedinsignia.bsky.social
Artists/writers/PC laborers:
- Get up for 5 mins every 30 mins
- Look at something 20 ft away for 20 secs every 20 mins
- Get 7-8 hrs sleep. PRIORITIZE this over all else
- Drink 2-3 liters water per day

Do these things because you don't want to experience what makes you regret not doing them.
wickedinsignia.bsky.social
Correlation between AI enthusiasts and knowing nothing about how it works remains undefeated
wickedinsignia.bsky.social
Thanks for the spoiler I fucking guess
wickedinsignia.bsky.social
Whenever I see the comparison being made in total sincerity there's not much else to do but conclude they're a layman at best.
wickedinsignia.bsky.social
Oops sorry the comment I left here was under the wrong reply lol. FEAR does indeed have great lighting and is another great example of scope/style fitting the limitations at the time. The limited dynamic light use resulted in really stark and unsettling deep shadows.
wickedinsignia.bsky.social
Lumen’s the only standout there. I wouldn’t consider anything in Godot to reflect the state of the industry.

Most games are either using Lumen or shipping their own homebrew solutions that are just varying concoctions of techniques. It’s not really standardised yet and flaws are par for the course.
wickedinsignia.bsky.social
Thanks Logan!
(Gosh that feels weird, so few other Logans out there lol!)
wickedinsignia.bsky.social
Games of that nature had too big a technical cost to really be feasible before. You had to build around the fact that lighting wouldn't update or would be very rudimentary. Players simply wouldn't have those types of games at that scale without developments like dynamic GI making them possible.
wickedinsignia.bsky.social
People love using Mirror’s Edge and similar titles as examples of baked lighting being just as good as dynamic while performing better. In reality those titles had a very specific scope that was well-suited to baked lighting. There are many genres and styles that convenience doesn’t apply to.
wickedinsignia.bsky.social
It’s not all about the end-consumer. You can get similar results with baked lighting in some scenarios but it takes so much more time. There are many modern game scenarios baked lighting just isn’t viable for. Dynamic GI largely benefits developers but leads to many games looking nicer too.
wickedinsignia.bsky.social
The difficulty with dynamic GI is performance. Engines and studios jumped on it recently because it became viable on current hardware and the pipeline timesaving is so worth it that they jumped a little too early.
wickedinsignia.bsky.social
Lightmapping and artist-driven probes take a ton of work. The former usually requires handmade UVs and simply doesn’t play well with certain types of mid-poly geometry or modern assets. It’s also much more time-consuming to iterate with.
The latter is better but still a timesink and unreliable.
wickedinsignia.bsky.social
This take from gamers and hobbyist devs seems to emerge every few months. It’s clear consumers broadly misunderstand why dynamic GI is a blessing to development pipelines regardless of scale.
Reposted by Logan Preshaw
wickedinsignia.bsky.social
Just always seemed too opaque to me, I figured if they couldn't make an easy-to-use platform it would probably be littered with many other poor decisions. Sure enough...
wickedinsignia.bsky.social
Wacom may be pricey and monopolized the industry early on but a short stint with a couple XP Pens drove me away from alternative brands for good. I realized I'm just not built to deal with the plethora of inconveniences and "budget brand drivers."
Hope you get this working for you regardless!
wickedinsignia.bsky.social
I think the biggest barrier for many is simply 3D as a concept. Normals, subdiv, UV mapping etc. really aren't straightforward knowledge, so I think a lot of frustration stems from the intersection between learning a whole new medium in conjunction with a new software.
wickedinsignia.bsky.social
I remember hearing there were legendary arguments around adding undo as a feature. Undo!
Also right-click-select was always an insane move. We’ve come such a long way.
wickedinsignia.bsky.social
I think it’s more that what you want to do will get your ass beat.
If you want to do a simple sculpt with vertex colours, Nomad has you covered. Basic texture painting? Procreate.
But the process behind making pipeline useful (baked, unwrapped, rigged) assets is brutal regardless of app.
wickedinsignia.bsky.social
Fair, I’d agree with that. I mean more industry pipeline mainstays that are masters-of-one (Substance, Nuke, etc.) or a suite (Modo, Blender, 3DS).
The more easy-access apps tend to be lesser used in a pipeline because they strip back a lot of functionality for convenience.