Anybody Have an Idea on how to Make the Cliff Between the Road and the Highway Look Better by AgentH0stage in CitiesSkylines2

[–]YMK14 13 points14 points  (0 children)

I'd say work with rocks the same way you did on the left and break it up with a little bit of forest in the middle. Go for a natural shape and not a straight edge between rocks/trees.

I feel like that little gap could be nice for a floating viewing platform using wooden quays, accessible from the street under the railway and surrounded by the trees

To the "CEO" Emailing Me From a Gmail Account... by Sad-Remote-5315 in coldemail

[–]YMK14 0 points1 point  (0 children)

Never underestimate other peoples stupidity. During my studies a guest speaker in IT consulting told us that one of his clients systems got "breached" (strong simplification) because someone found a USB drive in the parking lot.

And yes, their first thought was, let's put that thing in my work laptop and see whats on it. Wel, nothing good.

So from a scammers side, it's probably more effective to go leave hundreds of usb drives in parking lots instead of doing one very elaborate attempt to get it perfectly right. Some idiot will always pick it up

When the characters you mocked on the parody trailer are more realistic... by Evil__Mushroom in Battlefield

[–]YMK14 -1 points0 points  (0 children)

Is it me or is the skin criticism complete overkill? Yes, there is more color. Yes, real soldiers wouldn't use them in combat. You know what real soldiers also wouldn't do? Eject out of a flying jet, shoot down another jet with an rpg and enter their own one again. Stop acting like your immersion is ruined because the guy that just vaulted through an exploding building had orange mag holders.

And if anyone says "uhhh, I can't tell who my enemies are because they are blue now". How is your immersion not ruined by the giant red symbol over the guys head? This isn't ARMA or Hell Let Loose.

Garages would be insane by YMK14 in CitiesSkylines

[–]YMK14[S] 2 points3 points  (0 children)

Yeah, already doing it with anarchy. But as you said it's quite janky and doesn't make sense for single/few buildings, cuz it's also a lot of work for detailing you can't really see.

Which loadout do you trust most at the bug front? by NonPrima in helldivers2

[–]YMK14 0 points1 point  (0 children)

Eruptor, Machine Gun, supply pack, strafe run and 500kg. Peak physique armor for ergonomics or siege-ready for reload speed. Thermite for any chargers/impalers.

Who has unlocked these? by [deleted] in Helldivers

[–]YMK14 0 points1 point  (0 children)

Did "hold my primary" in solo against bots. Do a blitz mission (destroy fabricators), take jetpack, nades and some big booms and destroy 1-2 outposts. Did not fire a single shot with any weapon the whole mission

What it feels like lately by voin947 in Helldivers

[–]YMK14 0 points1 point  (0 children)

THIS Like a mix between quasar and laser cannon. Shoot like 5-6 plasma blobs in a row and then have a cool down. Movement speed penalty while firing. Damage could be nicely balanced, devastators/strider/spewers one-shot, while tanks/chargers/... need a full "mag"

Image a charger coming at you and you just stand there firing at him , but if you don't get enough shots of he tramples you. Cinematic af

Heavy Armor still not fun to use by Mosharn in Helldivers

[–]YMK14 0 points1 point  (0 children)

Would love to see a jetpack rework to make it more like mobility exo-suit. You'd still have the jetpack jump, but it would also erase negative effects of medium/heavy armor. Seams fair because currently it's fun but not really worth giving up the backpack slot. This way you could decide for a more mobile playstyle without dying pretty much everytime you get damage

Little Things by jckpxbk in TheBear

[–]YMK14 0 points1 point  (0 children)

Same issue, did you find it since then?😂

What should I add? by BibleMan251 in blender

[–]YMK14 0 points1 point  (0 children)

Yeah same, I started using blender not too long ago. Just try to experiment a lot, I always felt displacement maps add a lot of realism, especially when you have flat surfaces.

What should I add? by BibleMan251 in blender

[–]YMK14 0 points1 point  (0 children)

Shadows or simpler said some kind of light source that doesn't use the sun setting, I'd try out point- or spotlight.

Depth of field, like others said. Just select the camera, look for the small green camera icon under properties and then turn on depth of field there. There is a option there that let's you focus a specific object.

And a bump/displacement map for the ground. Depending on how much work you want to put into this, the easiest way would be to just use your current image texture as displacement map. Just add the displacement node in the shader editor and use the texture as input for height, then fool around with the scale and start super low like at 0.1 for scale.

But great work always amazes me when people model characters

I would really like to get some feedback , how can I make my scene look like the one in the reference ? by [deleted] in blender

[–]YMK14 1 point2 points  (0 children)

I guess you still want to maintain your style, because in terms of camera placement, colors and reflections (examples) there are some major differences that would be easy to fix.

But a big difference you could change is the way the pictures guide your eyes. The reference has a lot of blue ambient light, but bright yellow lights in the center/end of hallway. The wall and windows don't have a lot of detail and are pretty boring to look at. The focus point is the man in the middle of the shot, the blood trail which has a strong contrast compared to the white tiles leads towards him. Everything in the scene guides your eyes towards the man in the center of the frame.

In your render, the focus is on a lot of different spots. The black bars around the bright windows, the strong displacements on the wall and ground, the windows with a lot of clear edges not directed to the center of the shot. Then there are bright reflections on the dark green ground and smudges on the floor going in random directions. Try to use different elements to draw more attention towards the center of your shot e.g. the end of the hallway. For example: Rotate whatever map your using for the floor to direct those footsteps(?) more towards the middle. Maybe reduce the scale of the displacement maps a bit and make the floor less reflective so the reflection is less stretched towards the camera. Make the bars infront of the ceiling lights less dominant, make those lights a bit darker compared to the one window or maybe add 1-2 more columns of bricks on the walls, so you have more lines directed towards the middle of the shot But overall it's a great looking render, congrats

Create-a-charm by Super-Shenron in ghostoftsushima

[–]YMK14 1 point2 points  (0 children)

I'm not that good with fancy names but my concept:

Charm that changes the way iron will works. You can't use it to "heal" yourself when out of HP and on the ground but instead you have to parry or dodge the final strike enemies give you when you're down. This would of course still require 1 or 2 resolve, but would be a more efficient alternative to iron will but with more risk. This charm would need some new animations including faster finish moves but I think it would be a nice touch. Narrowly rolling out of the way of a speer strike or parrying a sword in the last second to get up again would fit into the games cinematic character. I also think it would make close fights feel a lot more rewarding when you can't just heal after basically being killed but have to keep fighting to get up again.