An NFT isn't the picture itself, it is just a link, password and receipt for a picture stored somewhere.
A receipt that costs an immense amount of fossil fuel power and generates stupid amounts of heat to feed the computers worldwide that only VERIFY your receipt exists.
You are burning massive resources just so a sea of computers can keep checking to see if you still are a total wanker.
Your art is still utterly copyable, reproducible, hackable and will vanish if the linked resources break- just like any cheesy old web link.
If you would like to support artists, buy the art itself. You can buy the physical original, signed numbered prints, or even buy the rights to reproduction.
It pretty much nothing to keep an actual work of art in environmental impact.
If you really like artists, rather than buying an NFT of their work, you should try becoming their lover. Artists, in my experience, are amazingly creative fucks. We all love a good sugar daddy or honey momma to keep us in orgasms and rent.
It won't cost the planet.
In terms of lasting damage, paying an artist to paint you whilst you set fire to actual flock penguins would be more ethical than buying an NFT of their work.
So if your bio says you sell NFTS, I read it like "I want Global Warming to fuck everyone so I can make a buck".
No offence, wait... no, you are an offence.
God, imagine buying a link to an old mySpace account.
That's you, that is
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I often get asked what software and tools one needs to be a 3d game artist.
These days, my answer is massively different to what it was before.
Here is my definitive list:
1. Blender 3D.
Amazing even myself, the poor yokel of 3D packages has come of age. Forget crushing fees to Autodesk, this package now has everything a game artist needs to kick start their career and it is free (though I recommend donating some money to their team).
1(cont) Blender massively updated their clunky old UI, and as a result the product has gone from strength to strength in a very short time.
You can model, sculpt, bake, hand paint textures, animate and build shader graph materials that display correctly in the viewport.
Today's #gamedev tip is for hand painted textures.
I have seen a lot of tutorials online where the artist starts painting each part bit by bit.
They will color the skirt, paint on it, then move onto the face, then hair then eyes. And... yunno, you do this. It does work.
But
A much better way is to start by creating a greyscale lighting pass on everything first.
This is like an "underpainting" in real world painting. A fast way to lay down the values and shading, work the composition and get a unified feel.
A modern way to do this (though we used to do something like this back in the early days) is using a high resolution model to bake lighting, cavity and ambient occlusion onto the game model.
Even if you aren't going to use PBR or normal maps, a bake model gets you great shading.
One thing people need to understand about human biology is that your DNA carries all the instructions to make a human of any sex.
Most humans have 48 chromosomes- 23 pairs called autosomes and the two which you know called the sex chromosomes- X and Y.
Typically an XX develops into a woman, the XY into a man. So you may think that the "dude" instructions are all in the Y.
Actually, no.
The Y chromosome normally has a region called 'SRY'.
The SRY is like the order form for a boy. It just says "yo, gonads... make testes".
If you don't rock the SRY gene region, your gonads will shrug and keep on rocking- eventually developing into ovaries.
So by default, you get ovaries unless that SRY region show up.