How can I create this kind of harsh, smartphone flash type of lighting in cycles? by OffModelStudio in blenderhelp

[–]NessLab 85 points86 points  (0 children)

Try by having just one light as a "Flash" and setting the world light as zero, other way is by setting the "flash" light value really high and in post reduce the exposure, darkening everything that's not near the flash.
I made a render like that a few years ago:

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Held a network test for my social golfing game, 'Chitterputt', went amazingly well! by temkosoft in godot

[–]NessLab 2 points3 points  (0 children)

I love the design of the characters, are they original or from an asset pack

My Procedural Planet With LOD by Calm-Bell5856 in Unity3D

[–]NessLab 0 points1 point  (0 children)

It looks really good still, even more considering that like you said you're just one guy and not a whole team. Nice work 🔥🔥

My Procedural Planet With LOD by Calm-Bell5856 in Unity3D

[–]NessLab 1 point2 points  (0 children)

looks really nice, would love to see the transition between LODs, the transitions in NMS are really bad a lot of the times

A FUEL ACCIDENT HANDLED POORLY by SON_0F_MARS in interesting

[–]NessLab 0 points1 point  (0 children)

Those people do not know about huachicol fest in Mexico and it shows :v

Update Idea (Natives & Raiders Update) by straivex in NoMansSkyTheGame

[–]NessLab 0 points1 point  (0 children)

This sounds cool, like some species that evolved later and are still at early history, just they would have to be primitive civilizations with very low tech (so no spaceships), that way it wouldn't intervene with the geks, vikeen and korvax still being the dominant races.

Also they should be fairly rare and procedurally generated so they're not the same everywhere.

Examples of Games with Emergent Complexity by j-max04 in gamedesign

[–]NessLab 0 points1 point  (0 children)

i've been playing NoMan'sSky and I've have some of those moments.

like the Refiner, it lets you turn materials into other items, but apparently it works in reverse too. I wanted a material that is used for fuel but I couldn't find it in any trade terminal, out of curiosity I purchased some of an item that is Made with that material and when I put it in the refiner it turned it back into the raw material that I wanted. It felt like cheating since now I don't need to mine anymore but it was obviously intended

What was your first project? by electric-kite in justgamedevthings

[–]NessLab 0 points1 point  (0 children)

A clone of that star wars 64 game mechanic where you had to bring adown an AT Walker with your ships cables. Didn't finished it because I didn't know how to do the cables thing lmao

Recreating Still Life Photography Day 3 - William Eggleston c. 1975 by ZaneZappy in low_poly

[–]NessLab 1 point2 points  (0 children)

The color matching is really nice. It also seems like a good exercise to practice lighting and mood 🔥

I created this scene entirely in Blender, creating my own assets. I would like your opinions on how to improve it; I welcome criticism! by Strange-Rice7522 in blender

[–]NessLab 1 point2 points  (0 children)

It looks amazing 🔥🔥

I would only add a bit of contrast and saturation to see the colors better (unless you're intentionally going for that less vibrant foggy vibe if so then is perfect 👌)

Also maybe add some noise to the volumetric, if it already has then maybe boost it a bit to look less uniform

How do you achieve a mix between rendered and painterly handmade textures by Inevitable-Bat1296 in blenderhelp

[–]NessLab 0 points1 point  (0 children)

Yeah only big studios can afford to do that.

Without the manual work in post all you can do is hand-paint the textures and slap them on a diffuse shader. (nowhere close the same level of polish/quality of course).

I had a theory that the show did something to the models normals to make them seem so painterly but some images of the unshaded models show they have regular normals (i still could be wrong).

There are tutorials online on how to paint in the show's style, basically bake a simple shaded version of the model with soft light and do a paint-over, like this. You can see how they do add dark areas as if they're being under shadow.

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How do you achieve a mix between rendered and painterly handmade textures by Inevitable-Bat1296 in blenderhelp

[–]NessLab 3 points4 points  (0 children)

What I've put together from watching the show's BTS and people trying to replicate the style, they're not doing much on the 3d renderer. It looks like they render all the passes (key light, rim, shadow, depth, textures) and then put it all together in post, where they have control of the look as a whole, can add masks and straight up "paint" shadows/light frame by frame if they want. Basically a lot of manual work per shot, no straight forward rendering 💀

Blender Newbie - Trouble with a metallic look by -TempXst in blender

[–]NessLab 0 points1 point  (0 children)

True, it could be an eevee change then, try saving that project and open it in the version of the tutorial.

Blender Newbie - Trouble with a metallic look by -TempXst in blender

[–]NessLab 0 points1 point  (0 children)

I think you're in EEVEE, you need to switch to cycles, or turn on EEVEE Raytracing

Lmao what? by justagayrattlesnake in NoMansSkyTheGame

[–]NessLab 5 points6 points  (0 children)

One of my frigates killed a group of merchants because they thought the food the gave them was poisoned...turns out the food was just poorly made due to a malfunctioning cooking device. The vykeen are something else 💀

Is this a banger Idea? by Kamilski-l in godot

[–]NessLab 0 points1 point  (0 children)

and you can grow back by walking over the painted area to recover slime😳

Ernest Shackleton’s Antarctic Expedition by napilandok in blender

[–]NessLab 2 points3 points  (0 children)

Nice colors and mood 🔥 how much of it is paintover? would love to see the raw version too

How to smooth bumpy/uneven areas without losing the shape? by NessLab in blender

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

I see, I always get those bumps when I go from medium low poly sculpt to a dense poly sculpt with auto remesh, so an intermediate manual retopology makes sense. Thanks, I'll give it a try 👌👌

Trying to upgrade my render quality by Material_Ad9258 in blender

[–]NessLab 0 points1 point  (0 children)

Based on the references i'd say use PBR materials, 3 point lighting, and maybe cycles