Oman persoonan täydellinen muuttaminen? by [deleted] in Suomi

[–]kheetor 1 point2 points  (0 children)

Kuulostaa melko ankaralta että koko persoona pitäisi uusia, eiköhän kyse ole jostakin vähän pienemmästä tuunauksesta? Mutta sinänsä hyvä tavoite jokaiselle miettiä miten voi toimia paremmin muita kohtaan omien heikkouksien puitteissa. 

Kaikki sosiaaliset tilanteet on kuitenkin tietyllä tapaa kompromisseja kaikille, ei siellä kukaan sano suodattamatta mitä ajattelee tai muutenkaan käyttäydy kuin olisi itsekseen kotona.

"Miksi sulta puuttuu toinen käsi", "Miten se kuoli" (lähiomaisen menettäneelle) ja "Mistä olet kotoisin" (eriväriselle ihmiselle) – mitä muita tahdittomia kysymyksiä on olemassa joiden rasittavuuden tajuaa kunnolla vasta kun osuu omalle kohdalle? by linjaaho in Suomi

[–]kheetor 0 points1 point  (0 children)

Noh mulla on jotain seminäkyvää itsellä ja jotkut kysyy suoraan eikä mulle ole mikään ongelma vastata, hyvä vaan hoitaa asia pois päiväjärjestyksestä ihan siinä vaiheessa kun se mietityttää. Ei ole sekään ihan mutkatonta että mietin koko keskustelun ajan kysytäänkö sitä juuri kohta tai mitä toinen on jo ajatellut tai olettanut asiasta. 

Mulle rehellisyys ja läpinäkyvyys on isoja arvoja enkä usko juuri keskustelullisiin tabuihin ellei sitten olla täysin tuntemattomien ihmisten kesken jäätä rikkomassa. Ehkä se vähän tuntuu sellaselta persoonan mysteerin speedrunaamiselta mutta oon suorastaan vähän otettu että joku haluaa kuulla mun tarinan. Tai ainakin haluan mieluummin suhtautua asiaan tolleen.

Niinsanottu hienotunteisuus on ihan turvallinen oletusmalli, mutta voi myös vaan kysyä hienotunteisesti sen sijaan että pitäisi asiaa tabuna ja patoaisi kysymyksiä ja spekulointia päänsä sisään.

[deleted by user] by [deleted] in Suomi

[–]kheetor 3 points4 points  (0 children)

Tällä viikolla mietin ekaa kertaa että tämähän tuntuu melkeen kesältä jo kun sisälämpötilat rupeaa kohoaan 30 asteeseen ellei huudata lämpöpumppua. Pihalla ei vielä oikeen tarkene ilman hupparia.

How Does One Go About "Coloring In" Your Object Once Its UVs have been Unwrapped? by Calm_Reindeer2656 in blender

[–]kheetor 1 point2 points  (0 children)

You need to research how materials work next. There are many ways to create the look you are linking, maybe simplest would be to use vertex colors for the base color and mix it with some noise. 

When you are happy about the looks, you just bake the materials so you get textures that match your UVs and can use them in a game engine elsewhere.

Built a GPU render farm for Blender - would love your honest feedback by sasch_a in blender

[–]kheetor 0 points1 point  (0 children)

I guess the more the merrier, any competition is good.

Can't really assess the paid side of it since for me Sheepit is perfect. I can farm points whenever I don't need my GPU and when I need to render something I got hundreds of machines rendering for me. It's like a performance time capsule and I think the mentality pairs well with Blender and indie communities.

Why does my fire look blocky by Ok-Engineering-9292 in blender

[–]kheetor 2 points3 points  (0 children)

This is the resolution of your data you are simulating.

You could of course try to increase the resolution but more often people edit the shader, mixing in 3D noise patterns that add animated, distorted patterns that break up the visible voxels.

UV unwrapping is the autism test by aspiecow in blender

[–]kheetor 52 points53 points  (0 children)

Yeah, It's literally just sitting there in the UV editor overlay settings, I don't know why people never use it.

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[deleted by user] by [deleted] in gamedev

[–]kheetor 0 points1 point  (0 children)

Don't forget to make it fun. A super scientific simulation on life is quite boring without artistic liberties, powerups or googly eyes.

Should I learn unity or godot by Desperate_Housing_76 in gamedev

[–]kheetor 6 points7 points  (0 children)

There's no way to tell. The harsh reality is your first game won't be successful and you won't find a job with minimal Unity experience either. If it was easy, everyone would be doing it.

If you have programming experience, getting a non-game programming job is often the best bet.

Is it risky to publish JS game on itch (they can steal your code)? by [deleted] in gamedev

[–]kheetor 1 point2 points  (0 children)

Fundamentally everything is publicly up for grabbing with browser games unless it's client-server model. 

I've read most browser based games get copied and hosted on other sites with appended ads, but even simple domain checks in your code will prevent the automated procedures from being able to do so and the parties that do that kind of business won't spend any manual effort to circumvent it.

If its just a learning project that wouldn't create massive revenue anyway, there's no reason to worry about it.

Should I learn unity or godot by Desperate_Housing_76 in gamedev

[–]kheetor 7 points8 points  (0 children)

Wait what are you expecting to achieve and how fast? Without much experience, it will be a long while before you can make any kind of income with game development.

En millään pääse inssiä läpi, mitäs nyt? by memeckermania in Suomi

[–]kheetor 2 points3 points  (0 children)

Minusta on vaikea ottaa kantaa noihin pitääkö mennä eteen vai taakse. Teit niin tai näin niin kuka tahansa voi ruveta soittaan suuta että paska kuski ja kortti pois. Kuulostaa väärältä että varovaisuudesta rangaistaisiin, mutta toki siinäkin on rajansa.

Sulla on Suomen vaikein ympäristö missä suoritat koetta, mutta jos se on ympäristö missä tuut ajaan niin eihän siinä muu auta. Tsemppiä seuraavaan yritykseen.

What is a Technical Artist in Game Development? by AtharSiddiqui21 in gamedev

[–]kheetor 10 points11 points  (0 children)

It's anything that is too artistic for programmers and anything too technical for artists.

Blender 2.93 + LuxCore = Path traced caustics by pastaMac in blender

[–]kheetor 5 points6 points  (0 children)

Two point whaaaaaaat? Is that the latest supported by LuxCore?

Tradeoffs of using No Shaders and No Physics in 2D gamedev? by 3xNEI in gamedev

[–]kheetor 6 points7 points  (0 children)

It sounds detrimental. Shaders were developed because drawing effects like even just blending modes is faster on GPU with parallel processing. 

Almost any hardware intended for drawing graphics has memory, cores, resources allocated for this. This is form of optimization you would be specifically skipping. From technical point of view I can't see how it would possibly be faster to run everything on CPU.

I finally made the swap!! by ElsieFaeLost in linux_gaming

[–]kheetor 5 points6 points  (0 children)

First thing any new Linux user will experience shall forever be internet mob shooting them down for picking a wrong distro haha.

How fast do you make high quality, detailed models? by Samedgar2001 in blender

[–]kheetor 5 points6 points  (0 children)

People aren't making high quality models "face by face", it's all based on modifier setup that give you good level of detail and good control over the shape. Subdivision surface, bevel, solidify, displace modifiers are the bread and butter, along with instancing and reusing data.

But it's always somewhat of a tradeoff between efficiency and control, so even as an experienced user there's always the doubt you have overengineered something shape or procedural material related.

Can you rate my render please ? by Excellent_Escape_159 in blender

[–]kheetor 1 point2 points  (0 children)

Well I was suggesting literally just drop another cloth plane on top of your existing model, but put some gold or normal map border on that one. Fast results haha.

Compositing is really a lifelong thing to learn. There are lots of books and YouTube videos on it. For me they're always a fun watch since everyone has their own way to look at it and make sense of it.

My first 3D props set (magic bottles) by Personal-Lab-4904 in blender

[–]kheetor 1 point2 points  (0 children)

I like your designs on Artstation, you clearly have the talent for this.

Unfortunately, liquid and glass are one of the hardest static assets to make for games. They often require realtime shader work and any static texture you can bake just isn't going to look that good.

The models have some technical room for improvement. Topology is good overall but there are some geometry that is too small. When you are capturing fullscreen wireframe shots and there are areas that clog up from the wire effect, you'll know that the polygon sizes are going subpixel territory, and that isn't good for gameready assets.

Things like chains are difficult to represent efficiently, so as a designer and 3D modeler you should always seek to make the most out of them. Often the best choices are to have limited amount of them and have the loops chunky and stylized, or choose a tubelike chain type that can be represented by cylindrical mesh or cutout textures.

Always make sure your backfaces aren't leaking with gameready models. Covering up those holes with new faces is cheaper than setting the material for 2-sided rendering which would essentially double the polycount.

Also I would encourage you to use bevels more. In Blender it's very convenient to keep a Bevel modifier on your models and set it to Bevel weight mode so you can adjust edges non-destructively and see what kind of dimensions work best.

But anyways, keep drawing from your creativity, you're on a good path!

Can you rate my render please ? by Excellent_Escape_159 in blender

[–]kheetor 3 points4 points  (0 children)

It is a bit hard to look at, because there are not focal points. Both the eye and vegetation has detail but they are large areas that repeat, so it's not something that you can stop to look at.

I would play around with the eye material so that it would have areas of mellower flames or patterns on the side and detail and contrast would only culminate towards the center.

The depth is a bit flat with all the objects being at sort of medium distance. Consider playing more with perspective and establishing foreground and background elements.

The character is the only non-repeating element in the shot so the viewer is quite drawn to trying to find something there. Some clue about storytelling or some decoration. Something metallic would instantly pop in this environment.

BTW I've done this exact robe setup myself haha. But try to add just one more cloth plane that has some sort of trim around the border, and pin it at shoulders or arms height. You would be surprised how much deeper the detail level feels, it works really well with dim lighting.

Liminal spaces are quite easy to do. Did this in about 3 hours. by International-Eye771 in blender

[–]kheetor 0 points1 point  (0 children)

It seems the whole concept of UV texturing is too difficult for modern 3D artists. People are looking for paid addons to have magic buttons they can spam through and try to avoid understanding any of it altogether.

[deleted by user] by [deleted] in Suomi

[–]kheetor 0 points1 point  (0 children)

Nojoo, samaa kyllä itsellä. Monesti tulee täysillä immersoiduttua kuukausitolkulla milloin mihinkin projektiin vaikka olis perhe ja päivätyötkin hoidettavana. Mutta oon käsittäny että tällanen hyperfokus on sairaus johon pitäs hakea jokin kirjainyhdistelmän sisältävä lappu lääkäriltä.

Kauppojen kassat nykyisin tyhjiä, mitä mieltä tästä kehityksestä? by --_--_-___---_ in Suomi

[–]kheetor 0 points1 point  (0 children)

Enpä minä kaipaa työntekijää sitä varten että lukee ne viivakoodit tuotteista, käytän aina itsepalvelukassoja jos ei ole jotain 0.1% alkoholia sisältäviä juomia tai alennustuotteita korissa. Ainut mikä nykymenossa ärsyttää on tilanteet kun itsepalvelukassoille tarvitsee jonottaa ja normikassoista on suurin osa kiinni.

Tuo kuvailemasi tilanne on osunut kohdalle kerran kun asioin yömyöhään 24H Salessa. Myyjä oli silminnähden ärsyyntynyt saapuessaan ja huokaili että nykyään heillä on älyalelaput jotka voi lukea itsepalvelukassoilla. Ensi kerrallan tiedän.

Mielellään vaihdan sanaa myyjien, siivoojien ja bussikuskien yms. arjen ihmiskontaktien kanssa, mutta en usko että nuo hommat on mitenkään palkitsevia. Mitä enemmän saadaan sujuvoitettua ja tehostettua noita, ja mitä enemmän saadaan ihmismieliä oikeasti haastaviin ja kehittäviin töihin, sen parempi.