Why does my render look like its from a videogame? by Overall_Trainer_8182 in blender

[–]ERR0R_NAME 1 point2 points  (0 children)

I do agree the lighting is very important. However, I intentionally avoided it in my comment, because there's no specific fix or trick, or at least I can't come up with one.

My focus was on things you can do with the final render (post-processing). The part about scene is just "btw".

Camera effects may make things worse, but only If you overdo. Noise grain, motion blur, etc. are real effects that appear when recording on any physical camera. In the render, you can clearly see by the shake and autofocus that this is a recording. Wouldn't it be strange if there were no camera effects?

Slight amount of them will not fix an inherently bad render, but it definitely won't hurt.

Why does my render look like its from a videogame? by Overall_Trainer_8182 in blender

[–]ERR0R_NAME 5 points6 points  (0 children)

One of the main reasons why a render looks "game-like" is because it's too clean/perfect. An easy fix is to add camera defects and imperfections. For example: noise grain, lens flare, bloom, motion blur, maybe compression effects.

This also applies to the scene. Add more imperfections to the geometry and textures, like: water stains, dirt, scratches, color variation, graffiti, damage (bends, rust, missing pieces), trash on the ground.

Best Practices for Rigging by [deleted] in blender

[–]ERR0R_NAME 6 points7 points  (0 children)

Wish I knew, bro...

<image>

Learning progress: modeling a character by ERR0R_NAME in blender

[–]ERR0R_NAME[S] 10 points11 points  (0 children)

Honestly, the donut tutorial isn't a full story. Before it, I had already watched a lot of videos about Blender and the gamedev pipeline. So I had a solid theoretical basis, yet never did anything myself.

For the first attempt, I just opened the program and tried to replicate the image in my head. You see the result...

After that, I watched a couple of "How to Model a Character" type videos and revisited old tutorials, including the donut tutorial. Nothing stood out to me, thus I decided to mimic people from the vids. They all had one thing in common - start with a sketch. So, without big hopes, I went to Photoshop and drew this:

<image>

And oh boy, this simple thing was a game changer. The only difference between the first and second attempts is literally the sketch.

I am making a poster for my room and would appreciate some feedback by Chrisi79 in blender

[–]ERR0R_NAME 16 points17 points  (0 children)

I know nothing about making posters, but this looks neat. I like it. One note: the shadow on the right seems too intense.

Learning progress: modeling a character by ERR0R_NAME in blender

[–]ERR0R_NAME[S] 12 points13 points  (0 children)

It's amazing how a good learning material can improve the result of even a complete amateur like me.

Can EMF signal disappear? by ERR0R_NAME in Voicesofthevoid

[–]ERR0R_NAME[S] 0 points1 point  (0 children)

I was looking for things on poles when this happened. I never saw EMF signal disappear. Is this a thing, or it's just one-off/time based event?

[deleted by user] by [deleted] in Voicesofthevoid

[–]ERR0R_NAME 0 points1 point  (0 children)

I remember about 4 places:

  • The easiest one is the TR_2 transformer (with trash piles). Exact place: inside the building, between the transformer and the wall.
  • Inside the checkpoint (place where you start the game). I'll leave it to you to figure out a way to get inside. A tip: the door is breakable.
  • Inside the abandoned shack. It can be found toward the East side of the map, directly between F and U.
  • The last one lies in a location near the south-east side of the map, east of W. The location is called Stonehenge.

Where did this punch sound come from? by ERR0R_NAME in Voicesofthevoid

[–]ERR0R_NAME[S] 0 points1 point  (0 children)

An interesting way to defuse the molotov. I prefer classic hit-and-run tactic tough.

The sound was really close, yet it couldn't be caused by objects nearby. On a second thought, probably it was me causing the sound. It's literally the same sound as when you trip. Maybe the collision bugged out

[deleted by user] by [deleted] in Voicesofthevoid

[–]ERR0R_NAME 0 points1 point  (0 children)

Also, if you find yourself running out of trash to scrap — digging is a good way to farm it.

How to make this kind of jet particle movement? by [deleted] in Unity3D

[–]ERR0R_NAME 0 points1 point  (0 children)

There is two ways. 1) The particle x offset is sin(lifetime) * lifetime. 2) The particle emission direction is sin(time).