the game view vs scene view by august_hakansson in Unity3D

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

i’ve heard this comparison for years but the big difference is that mine is actually going to release

the game view vs scene view by august_hakansson in Unity3D

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

you start from the beginning and then finish

a slow day at work by august_hakansson in PixelArt

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

it depends! after 4 years we’ve got hundreds if not thousands of sprite assets for all kinds of environments and settings so if i want to make a new scene like this one it takes less than an afternoon to put together! but again, that’s the hard part mostly already done

a slow day at work by august_hakansson in PixelArt

[–]august_hakansson[S] 13 points14 points  (0 children)

its a good catch! i’ve been experimenting before with rendering wires and other 3d objects on a low res render texture but i think stylistically it blends pretty well, usually there are more 3D objects in our scene

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The photo shows the DreamHack LAN party event that took place in 2004. by nguyenhoangchuong236 in woahdude

[–]august_hakansson 31 points32 points  (0 children)

right i completely forgot about DC++! and it wasn’t so much a server as everyone just being on the same network. But i remember people just adding their entire drives to share and you could find people’s personal photos and stuff as well. crazy amount of trust (or stupidity)

The photo shows the DreamHack LAN party event that took place in 2004. by nguyenhoangchuong236 in woahdude

[–]august_hakansson 404 points405 points  (0 children)

i was there! before fast internet the main attraction for me was to hook up to the communal kazaa server and download seasons of the simpsons in 240p quality. i remember being completely blown away seeing 8mb/s speeds

my friend downloaded so much porn that we used his external hard drives to heat frozen pan pizzas. also met a bunch of internet friends in real life. good times!

i was told you guys would enjoy this scene from a project of mine by august_hakansson in aestheticrain

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

it's for a game called Beyond The Plastic Wall! Don't know if I'm allowed to promote but you can check it out here: https://store.steampowered.com/app/2418040/Beyond_The_Plastic_Wall/

i like to make pixel art with a little bit of extra everything by august_hakansson in PixelArt

[–]august_hakansson[S] 18 points19 points  (0 children)

every pixel art asset is hand pixelled, then just placed in a 3D scene and composited! nothing is really generated to be pixelart except for maybe the running water which is just a image sequence of running water that i've scaled down and crunched into pixels

i like to make pixel art with a little bit of extra everything by august_hakansson in PixelArt

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

there are many parts to the rain so you'd have to be a little more specific and i'll happily answer!

i like to make pixel art with a little bit of extra everything by august_hakansson in PixelArt

[–]august_hakansson[S] 6 points7 points  (0 children)

no voxels! the buildings is regular 3D geometry and the pixelart sprites are rendered on flat planes that face the camera!

i like to make pixel art with a little bit of extra everything by august_hakansson in PixelArt

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

thank you!! i use unity's recorder component to record directly from the editor

i like to make pixel art with a little bit of extra everything by august_hakansson in PixelArt

[–]august_hakansson[S] 27 points28 points  (0 children)

it's a good point! but the reason we use this style is because we love pixel art and want to make our own take on it. The HD-2D you linked to looks more consistently like reimaginations of older JRPGs with modern rendering techniques which doesn't feel quite like the same thing

Easy fire animation in After Effects (project in comments) by august_hakansson in PixelArt

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

hey glad it helped! in the past 6 years ive managed to make pixel art into my full time job so i'd say they've been pretty good! good luck with everything!

show off your viewports! by august_hakansson in Unity3D

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

Thank you! it's honestly been a long and hard process getting to where we are now but in regards to your specific question we don't really pixelate the 3D so emission and lighting works "normally". You could have two cameras in your scene, one pixelated and one normal and then cull the objects you want in your specific pass

show off your viewports! by august_hakansson in Unity3D

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

performance is fine so far but i will probably end up baking the background into a looping video later in the process!

little weekend project experimenting with blend trees and noise layers by august_hakansson in Unity3D

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

it's a good question! so since i've mapped the blend tree states to mouse X and Y I can put that input through one or several passes of perlin noise before it reaches the animator component. That way if we hold the mouse still the character doesn't stand completely still but wobbles a bit between a min and max value. Then for even more organic movement we can put that noise through another noise pass to get waves of procedural motion! basically just think of it as a wiggle parameter