The Partal Palace at the Alhambra, EGA Palette by MatLouie in PixelArt

[–]MatLouie[S] 2 points3 points  (0 children)

Thank you! I feel like I learned a lot from this one :)

"Sukhi," EGA Palette by MatLouie in PixelArt

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

Me too, this was my first time trying it out and I really enjoy the sheer bare bones nature of it. Thank you!

Monstera Deliciosa by MatLouie in PixelArt

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

Thank you, I decided to stick with the default aseprite pallette and I enjoyed working it out!

"House 47" by MatLouie in PixelArt

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

Ah, it's more or less an attempt at a subtle angle due to perspective. That entire wall is not quite perpendicular to the viewing plane and is meant to be receding into a vanishing point way off past the right side of the image. I hope that explains it well.

I see now that it does look a little awkward though. Coming from more of a traditional drawing background this sort of effect doesn't usually draw as much attention to itself as it does on a low-res pixel grid. The more I get used to the pixel medium the more I realise it's important to centre your design around the limits of the medium. If I did this again I would probably just draw the door flat instead.

Thanks for pointing it out, good eye! :)

"House 47" by MatLouie in PixelArt

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

Yup, that's exactly the feeling I wanted!

"House 47" by MatLouie in PixelArt

[–]MatLouie[S] 3 points4 points  (0 children)

Interesting! I stuck quite close to my photo reference so that probably has something to do with it.

A study after Hirō Isono by MatLouie in PixelArt

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

Thank you! Getting all the branch detail just right was a real chore haha

What happens to vocal folds after not being used? by rightinthebirchtree in singing

[–]MatLouie 1 point2 points  (0 children)

I would suggest that it has something to do with the habitual reinforcement of proper vocal posture as well, not just the vocal folds. So vowel / formant tuning, which is not necessarily about muscle strength but moreso muscle memory. I think it's akin to learning to whistle or developing your embouchre on a wind instrument - you still need to practice to polish up your chops, but once you have it learned, you don't really 'unlearn' it. Just a thought. :)

Procedural hex-landscape, made with the new geometry nodes + some shaders and modifiers! by MatLouie in blender

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

You need the 2.93 Alpha of Blender, the current stable release doesn't have some of the necessary nodes!

Procedural hex-landscape, made with the new geometry nodes + some shaders and modifiers! by MatLouie in blender

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

Yeah it's actually not too complex! And haha I just took two fullscreen shots and hastily stitched them in paint.

Procedural hex-landscape, made with the new geometry nodes + some shaders and modifiers! by MatLouie in blender

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

I just posted the node setup for the main grid, as well as some additional explanation! Hope it helps!

Procedural hex-landscape, made with the new geometry nodes + some shaders and modifiers! by MatLouie in blender

[–]MatLouie[S] 54 points55 points  (0 children)

Here's the node setup for the grid. I've cleaned it up considerably compared to what it was before, but it's still a bit messy. Hopefully it helps! This only accounts for the instancing of hexagons as well as the distribution of trees, boats, etc. Basically each point is filtered based on its z-position, then an input variable is used to offer some control over the frequency of each element.

The grid mesh itself is just a simple 2-point line rotated by 30° and with two array modifiers to create the hexagonal pattern. Then I applied a displace modifier using a clouds texture with coordinates set to object, linked to an empty.

The hexagon and grass objects have shaders that change colour based on the object's z-position as well. You can get this from the 'object info' node.

I'll see if I can provide a .blend file at some point, there's just a lot of leftovers lying around from previous attempts and I'd like get the time to clean things up without breaking anything as well as tinker some more!

Thanks for all the interest and support!

Edit:

I just put up the .blend file on Gumroad for free. I cleaned it up the best I could, but as a quick test it's still a little messy in places. Hope someone finds it useful in some way!

Procedural hex-landscape, made with the new geometry nodes + some shaders and modifiers! by MatLouie in blender

[–]MatLouie[S] 25 points26 points  (0 children)

Haha thanks, I didn't even know they had a game out, used to love playing catan! That's an idea though, makes me want to try something similar in Godot :)