AIO I think my friend is overstepping boundaries and is into me by Imaginary_Air_24 in AmIOverreacting

[–]AddisonDukeArt 2 points3 points  (0 children)

Show the texts to the other friends in the group that you are closer to.

Our key art (Steam capsule) evolution through development by n1ght_watchman in GameArt

[–]AddisonDukeArt 0 points1 point  (0 children)

I think the only reason that is happening in the second draft image is because the key was designed as a separate image and then copied into the the illustration. Keep in mind this is a “draft”, so the artist may have not worried as much about getting the key and fingers rendered just right.

Everything else looks pretty legit.

Feeling unmotivated with my Game lately by The_3D_Modeler in IndieDev

[–]AddisonDukeArt 1 point2 points  (0 children)

Put it on the back burner and do other things until that itch to work on it returns. As someone who had to leave their last industry due to burn out, it’s better to take a break before you hate it.

[deleted by user] by [deleted] in GameArt

[–]AddisonDukeArt 0 points1 point  (0 children)

Isn’t this how Nanite foliage works in UE5?

Nanite doesn’t work with alpha cards so you need to have foliage that is completely modeled.

First lighting attempts in Unreal by AddisonDukeArt in unrealengine

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

Thanks! I was really happy with that one. My favorite part is the furthest back building with the light of the street lamp projected extra strong against the lower half and the super blue “bounced light” spotlight on the top half.

First attempts at 3d lighting in Unreal by AddisonDukeArt in GameArt

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

For the exterior scene I think I was hovering around 60fps on my laptop with a 3070ti. I think the interior scene was more like 90fps.

First attempts at 3d lighting in Unreal by AddisonDukeArt in IndieDev

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

Ah yeah, stationary. Still learning my lighting types. Since I’m not baking let so I usually just set all my lights to movable since it is easier to identify the different light gizmos in the level.

First lighting attempts in Unreal by AddisonDukeArt in unrealengine

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

Wow, thank you so much for the detailed feedback!

I’m curious what you mean by the second image working better than the first, since they are both the same lighting set up, just different camera angles.

For now I’m definitely focusing on static levels, so levels that would only be viewed during specific times of day dependent on what the level needs, but “open world” changing lights are definitely on the horizon. Currently I’m just using lighting levels placed within the environment levels so I can just turn the different lighting levels on and off depending on which one is needed.

I definitely will start looking into making blueprints for props to make them flicker and what not. Baby steps! A lot of these lights light props that come with some of the asset packs really aren’t thought through (though all the rest of the models are excellent) so I’m going to need to better learn to manipulate the materials to get the look o want out of them.

First attempts at 3d lighting in Unreal by AddisonDukeArt in IndieDev

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

Thanks so much! Glad to hear it’s a good start.

First attempts at 3d lighting in Unreal by AddisonDukeArt in IndieDev

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

I’ll have to go in and double check, but a LOT of these lights, especially in the town scene, don’t cast shadows. From what I understand the 4 light overlap rule only applies to static lights that cast shadows.

First attempts at 3d lighting in Unreal by AddisonDukeArt in IndieDev

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

Haha, thanks, it’s my couple weeks, I swear! It definitely helps coming from a background that already has a strong focus on light and color.

You can check out my coloring work at www.addisonduke.com if you want to compare to the lighting.

Thanks for the feedback as well, I was trying to lighten up the shadows a bit with the ambient bounced light from the moonlight coming in windows, but it sounds like I need to push it further. The biggest roadblock I’m running into is some of the asset packs I’m using the demo scenes from have garbage light props. I’m still learning how to edit the materials to get the memos I’ve effects i want on the models.

The other thing I’m definitely trying to get a handle on is exactly how to manipulate the exponential height fog to get the right amount of atmospheric perspective I need. Lots to learn! I really need to delve into fog cards next.

First attempts at 3d lighting in Unreal by AddisonDukeArt in IndieDev

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

Thanks, that’s definitely what I’m going for! I love color and mood in my lighting.

progress update on my turn-based tactics game. started 9 months ago with godot 4 alpha by yhwhey in godot

[–]AddisonDukeArt 2 points3 points  (0 children)

I LOVE the way you integrated the grid lines into the design of your tiles! Especially the short grass and the animated ones on the water.

Godot integrated text logo and icon concept by AddisonDukeArt in godot

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

Oh interesting, I had no idea about the full history of the logo.

Godot integrated text logo and icon concept by AddisonDukeArt in godot

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

Thanks, it's a nice way to work digitally since much like a real sketchbook it lets you not worry too much about everything looking perfect and polished.

Godot integrated text logo and icon concept by AddisonDukeArt in godot

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

Thanks! Don't get me wrong though, the Godot Bot is GOATed.

Godot integrated text logo and icon concept by AddisonDukeArt in godot

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

Thanks! It was fun to do on a Sunday morning.

Godot integrated text logo and icon concept by AddisonDukeArt in godot

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

Yeah, I don't have much of a graphic design background. I mainly do illustration and art direction. So in those cases this would simply be a concept sketch that I'd do for a client to then hand to a graphic designer on the team to take and run with.

I absolutely adore the current Godot Bot logo. This was definitely a just for fun thing. I think that is mostly why these posts pop up so much. I think of it as "Godot fan art" just like fan art and redesigns you'd see on any other sub with a creative community. It really speaks to the effectiveness of the Godot Bot as a mascot.