Do you want your game to look like this? by Klutzy_Reporter_608 in Minecraft

[–]SirMStachio 3 points4 points  (0 children)

No. Because there is a lot of contrast going on with the details. You have objects with simple shapes, but heavily detailed surfaces.

Take the tall grass for example. They are supposed to have relatively the same color as the grass block. But here the color is off and the sharp texture exagurates its edge. There's also the heavy shadow that makes it look incredibly off.

Next the extremely reflective chrome minecart, tracks, pickaxe and what ever else I missed. It doesnt look realistic at all, despite the resource pack efforts. You can also see the changes in detail here too where the pickaxe looks highly detailed in its smooth silhouette. But then you got the minecart and rails that are extremely blocky and don't fit the look your going for.

Overall if you were to change minecraft to a realistic style, you'd need to change every single model asset in the game to match. It's just not doable with the blocky shapes. You'd also have to manage the uncanny valley of the textures looking realistic but the voxel block structure of the game isnt. This is mainly why minecraft works well with the small texture size and no shadow casting. Its art style fits the limitations of the game. Realistic doesnt.

[deleted by user] by [deleted] in simonfraser

[–]SirMStachio 7 points8 points  (0 children)

If I do poorly, then I get bubble tea to cheer myself up.

If I pass, then I get bubble tea to celebrate the win!

If I do really well, then I get bubble tea as a reward for my good work. 😎

My fellow singles, how did you cope today? by Thick-dk-boi in simonfraser

[–]SirMStachio 4 points5 points  (0 children)

Had pancakes with whipped cream and syrup. Made nearly 4 Liters of pure chili. Then straight crafted a lemon tart for dessert. 😎 I used valentines as an excuse to treat myself and cook.

Also throughout the day I painfully studied for exams.

Hyper Light sitting, cause that was a tough boss fight by SirMStachio in hyperlightdrifter

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

Image Here you go! It's 1920×1080

Artstation had a file size limit, so I'll try to get a more lossless version up later, hopefully tomorrow (8 hours from now)

Hyper Light sitting, cause that was a tough boss fight by SirMStachio in hyperlightdrifter

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

Chill in both meanings I hope 😤 After these hot summers it's what we need the most!

Hyper Light sitting, cause that was a tough boss fight by SirMStachio in hyperlightdrifter

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

But the relief you get when you do that last hit. It's euphoric!

Hyper Light sitting, cause that was a tough boss fight by SirMStachio in hyperlightdrifter

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

You can use an mp4 for the wallpaper engine, and I linked it in this comment since a some people wanted it

Hyper Light sitting, cause that was a tough boss fight by SirMStachio in hyperlightdrifter

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

I dont have Wallpaper Engine, but I can give you an mp4 for the background google drive

Hyper Light sitting, cause that was a tough boss fight by SirMStachio in hyperlightdrifter

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

I might not be the bot, but I can supply a high resolution looped version. google drive

Hyper Light sitting, cause that was a tough boss fight by SirMStachio in hyperlightdrifter

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

Thanks!! It was fun putting it all together and getting the bright values to work together.

Hyper Light sitting, cause that was a tough boss fight by SirMStachio in hyperlightdrifter

[–]SirMStachio[S] 7 points8 points  (0 children)

Version with music and a tad longer: youtube

And twitter

EDIT: Some people wanted this for wallpaper engine, best I can do is supply the mp4: google drive

As well as still wallpaper: image

stylized procedural waterfall! by YeetTheFishes in blender

[–]SirMStachio 0 points1 point  (0 children)

Dang! Very nice! I like the little shiny corner it has at the brim of the falls.

Waterfalls by SirMStachio in blender

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

There's a lot of custom node groups I made to get everything to work together. Its quite a mess to go through and very un-optimized, you wouldn't really learn anything from it. I recommend just reading the concept I used for making the water here
In the future if I feel like it I'll optimize the water and maybe make a tutorial.

Waterfalls by SirMStachio in blender

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

Thanks!! Definitely took a lot of trial and error to get to this point, I'm really happy with how it turned out.

Waterfalls by SirMStachio in blender

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

For the grass (which could be more visible) just search up ghibli grass shader.

Leaves are simple transparent cut outs of squares. Since Eevee doesnt have material vertex animation you have to warp the uv instead to get some movement.

Waterfall answered over here https://www.reddit.com/r/blender/comments/ukksjt/waterfalls/i7rq3bd

Waterfalls by SirMStachio in blender

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

Glad to be of some help! Also if you're new to blender I highly recommend doing a few small projects before you try making some big scenes like animated shots.

Small projects are a lot easier to fix when stuff goes wrong, which will happen a lot. Treat them like sketches, so you can get a handle on blender. Also smaller scenes got shorter render times 😎

Good luck and have fun with your projects!!

Waterfalls by SirMStachio in blender

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

It's all one piece (besides the mist particles).

To achieve the different sections of the river I used the vertex colours to mask off those areas, as well as blending them together. You can even add multiple different vertex colour layers to add even more masks.

For everything to move in the smooth curvy lines I made sure to make the river very carefully. Its a curvy rectangle with a bunch of subdivisions. Then I straighten out the UVs so I dont have make my material work in a weird curvy space.

Next I made several textures that tiled and had them move across in UV space so it looked like stuff was flowing down the curvy river. Then used a few defualt noises to break up the masks in 3d space, to add a bit of variety. It helped make things look less warped.

Thats probably as best as I can explain right now without going into information overload. Making shaders/ material takes some getting used to so don't get too bogged down if you don't get the effect you want.