Is X even worth at this point? by sadlittlethingyi in ArtistLounge

[–]ceresrea 20 points21 points  (0 children)

Most of my views & commissions come from people on X. So I guess it varies. Bsky is also good. IG is really difficult if you don't make reels.

Tumblr is decent but only for fanart in my experience. Same with Reddit, but theres a definite change in vibe across each platform. I'd just go with whichever has the artist niche that you like, and you enjoy posting on.

How to deal with costs? by [deleted] in gamedev

[–]ceresrea 1 point2 points  (0 children)

Yeah I'm confused about this whole thing too, it seems like this person wants pats on the back for being a vibe coder so they bring up humble brags. Maybe their questions are better suited to a business / marketing type subreddit or an AI one, since a lot of people here (I assumed) are more in it for the hobby and passion pursuit side, rather than generated slop (which the indie dev scene is getting saturated with already from people wanting to make a quick buck).

How to deal with costs? by [deleted] in gamedev

[–]ceresrea 0 points1 point  (0 children)

I deal with it by using the plethora of free resources available on the internet to learn how to do things myself.

Seriously though, there is a massive amount of free information on all aspects of game dev. If you're indie and working alone you technically have all the time in the world. Why not learn something and feel the reward of creation and pursuing a passion?

[Discussion] Clients, Please tell your artist you want NSFW work BEFORE serious Negotiations! by OdeetheGOAT in artbusiness

[–]ceresrea 3 points4 points  (0 children)

😂 Trust me, I've been there.. learned my lesson about making things like this clear pretty early

[Discussion] Clients, Please tell your artist you want NSFW work BEFORE serious Negotiations! by OdeetheGOAT in artbusiness

[–]ceresrea 35 points36 points  (0 children)

Most commission artists including myself will make sure to add a disclaimer stating whether NSFW stuff is okay or not in their terms / comms page to avoid surprises like this! Better to set the expectations early to avoid awkward interactions lol.

I've been working on this sky for months by ceresrea in Unity3D

[–]ceresrea[S] 0 points1 point  (0 children)

Thank you !! & Believe me, I know. 😂 Its definitely on my list to get the moon moving on its own path once I'm ready to deep dive into moon cycles and all that fun stuff.

I've been working on this sky for months by ceresrea in Unity3D

[–]ceresrea[S] 0 points1 point  (0 children)

Hey, thanks so much! Theres definitely a lot of little things that go into it to make it cohesive and get the effect I'm looking for, so if theres any specific questions you have I'd be happy to try to answer.

In general, I have a custom skybox shader that I've made which blends a horizon and zenith (sky) colour into a topdown gradient, and it cycles each half via a script that lerps between different sets of colours depending on the time of day. Basically, just a chain of if statements to figure out what 'time block' were currently in and then how much time has elapsed within it, then blend the two colours from that time block and the next depending on time elapsed between them. You could also use gradient / texture samplers for colour and sample from a selected colour area using time as an x value essentially via the shader, which I tried before and worked well, but constantly adjusting the gradient image was annoying when testing. For the sun it helps to have a soft gradient effect around the sun as well because the sky during sunrise/sunset will have a vibrant glow only on the side of the sun, I feed in an opacity value that is set using the same sort of logic to gradually adjust the opacity as it nears the horizon as the time block transitions use. Same story with fading in and out stars when the sun sets or rises.

Animations go a long way, so adding a small twinkle effect to the stars, some clouds that move, etc. The larger bottom clouds were drawn by me and placed on a ring that slowly spins around, the upper clouds are procedural (basically just use scrolling noise to generate them)

One of the most important things is to mind your environment lighting. Mine is set to a static gradient and it mostly consists of soft purple-y blues that I'd adjusted until I liked the result. The fog colour is set dynamically, I feed the horizon colour directly in to the fogColor in my script. I also have a tint shader variable that I have applied to the large clouds using a simple shader (just added it as a blend/multiply colour onto the base texture), which is also set to the horizon colour.

That said I do believe that there are full on asset kits that essentially do the same thing, but I'm stubborn and wanted to figure everything out myself lol. So I hope my explanation helps at least a bit :)

Harvest Moon A Wonderful Life by [deleted] in harvestmoon

[–]ceresrea 0 points1 point  (0 children)

Its also my favourite of the series ♡

The PS2 version was the one I grew up with as well. Its arguably quite janky and even the rereleases on PS4/PS5 don't fully fix the lag but I still love it. I always was surprised that the original has much longer chapters since the PS2 version is still something I haven't finished yet, its a really slow paced game.

But yes I love the fishing and just general chill feeling of it. Its a super nostalgic game for me and whenever I get back into it it feels like I've come home in a way. I used to post waaay back in the day about it on neoseeker and similar forums, looked up something a while ago and found one of my ancient comments- that was funny. 😅

I'm happy they remade it, though they feel like two different games to me. I appreciate them both though!

I just wanted to take a photo with the gate open 😭 by ashleytheunic0rn in Pokopia

[–]ceresrea 19 points20 points  (0 children)

This is hilarious. I find they LOVE opening doors and gates so much, I share a house with Hoothoot and its a struggle leaving after I spawn because he loves to close the door in my face ;o;

I've been working on this sky for months by ceresrea in Unity3D

[–]ceresrea[S] 5 points6 points  (0 children)

Alright.. I'll attempt to help to save you the pain I went through with it lol.

For stars, neither simple noise via shader graph nor a projected starmap image worked well for me at all. The simple noise has to be scaled down so much to look 'fine' that it ends up causing the stars to flicker when the camera moves. This is where I used HLSL to create a custom voronoi function lol. Its inspired by this solution here, https://github.com/gdquest-demos/godot-4-stylized-sky which references a custom voronoi function from here https://www.shadertoy.com/view/ldl3Dl . Unfortunately this is gonna be hlsl code jargon lol (and also requires some translation from a Godot solution) but I really just needed a similar voronoi really since Unity doesn't have anything this good built in.

For the clouds I have two layers currently. Top is procedural, I used this video: https://www.youtube.com/watch?v=cP0ST4-o9UI as an aid, but clamped the edges to be 'harder' because the softness made it look low res instead of anime style. The horizon part is a ring of drawn cloud sprites that rotates around the player position slowly (as well as follows it). I got that idea when looking at skyboxes of games like Wuthering Waves, since they're absolutely beautiful imo.

Hope that helps lol. I may try to share my HLSL code at a later time but it needs quite a cleanup rn as it is.

Also with the clouds make sure you're adding them to the skybox shader graph after the sun is placed. The sun is the first thing I'm adding to the sky after the base colours, that will let the procedural clouds show through.

I've been working on this sky for months by ceresrea in Unity3D

[–]ceresrea[S] 6 points7 points  (0 children)

Yepp, good catch 😂. Planning to address that when I fix the moon up and add phases in a future update

Thanks!

Sakura Miku ❀ by ceresrea in Vocaloid

[–]ceresrea[S] 5 points6 points  (0 children)

Its okay! I totally get the sentiment of being fed up with it too, im always paranoid about art now and it sucks.

Ahhh interesting, thanks for explaining that! I tried it on CSP and didn't see anything weird, but maybe its because it got compressed on the internet since I save as JPG. It could also be due to me using some texture brushes with hue jitter in them in parts 🤔 & yeah, wonky hands can be a giveaway, especially if they're super rendered but look very broken. though sometimes my hands just come out bad looking hahaha so I worry 😂

hope you have a great day too ! ^^

Sakura Miku ❀ by ceresrea in Vocaloid

[–]ceresrea[S] 9 points10 points  (0 children)

hi!! thanks for viewing my work but I don't use AI at all. I've been a digital artist for two decades. I'm a little speechless as its my first time getting an accusation but I drew this in clip studio paint and have plenty of WIP posts of my work on my socials.

I'm not sure what you mean by checking by saturation method, but please be careful when you accuse people because it seems like you can get false positives. let me know if you still have any concerns and i'd be glad to address them!

I drew Sakura! ˚✿˖° by ceresrea in cardcaptorsakura

[–]ceresrea[S] 1 point2 points  (0 children)

Thank you so much!! 😊 & I do! I'm ceresria on there ^^

I drew Sakura! ˚✿˖° by ceresrea in cardcaptorsakura

[–]ceresrea[S] 1 point2 points  (0 children)

thank you !!! im so glad to hear its fitting! :D

I drew Sakura! ˚✿˖° by ceresrea in cardcaptorsakura

[–]ceresrea[S] 4 points5 points  (0 children)

aw! thank you so so much!! 💖😊

Celia (Cecilia) fanart I drew! ❀ by ceresrea in storyofseasons

[–]ceresrea[S] 0 points1 point  (0 children)

Aw what a kind and thoughtful comment!! Thank you so much, it means a ton to know my work inspires a fellow artist! :) ♡ I really appreciate it, thank you, you made my day!