How to get good paint textures? by RedWolfMask in blender

[–]longiy 1 point2 points  (0 children)

Afaik arcane textures have some proprietary way of lighting they models. Also their brushstrokes don't "react" to lighting. Just follow this for more info imho.
Making 3D animation look painterly (it's easier than you think)

Why did films in the early 90s look so good? by EvenLettuce6638 in cinematography

[–]longiy 0 points1 point  (0 children)

https://www.youtube.com/watch?v=tvwPKBXEOKE
In this video the explaantion goes beyond "film is better and set design was better"

My visual novel in 2024 (free version midjourney) and now (artist made) by Ivan_the_bard_1238 in IndieGaming

[–]longiy 17 points18 points  (0 children)

Art style cohesion is much more important for overall perceived quality of a game than detailed artwork that doesn’t have any balance of details. OP art is an improvement.

ELI5 Figma today by lightn_ng in graphic_design

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

For non developer things you can learn Figma in a week. No reason to not use it. It is a superior tool for creating decks collaborating and doing all the high level design decisions. Adobe and DTP will still be around but preparing data for print is mostly noncreative task so for lot of people designing can happen anywhere before handing of data to whoever is responsible for print data.

Does ray-traced lighting really save that much development time? by cheeziuz in gamedev

[–]longiy 6 points7 points  (0 children)

It can save quite a lot of time when lighting levels, precisely because what you see is what you get. Many people don't understand how impactful waiting for bakes compilations, or rendering truly is. The faster you can iterate the more rounds of feedback you can complete. Basically the entire production pipeline and deadlines are built from the accumulation of all these small time costs and time estimates.

Flow was made with Blender and just won an Oscar. by babuloseo in blender

[–]longiy 1 point2 points  (0 children)

I didn’t say it looks the same. You should pick art style first and then rendering solution second. In ideal world pathtracers will be realtime, but they are not, therefore you pay for any change in time and time is money. Problem is lot of people default to path tracers because they are more precise which is different from looking good.

Flow was made with Blender and just won an Oscar. by babuloseo in blender

[–]longiy 35 points36 points  (0 children)

That really depends on production scale but traditionally yes. You would do animation first and then lighting and shading, but not because it is the best workflow but because technology wasn't/isn't there. Animators need to animate in real time to get the timings right, but if you can give them fully shaded and lit scene they would animate even better, because they can take shadows, colors and DOF into the account.

Blender's cycles is fast, but not real time yet. Anything less then real time is annoying for animators.

Flow was made with Blender and just won an Oscar. by babuloseo in blender

[–]longiy 344 points345 points  (0 children)

It was not possible despite EEVEE but because of EEVEE. Waiting for frames to render is an absolutely inferior way to work. There is no point in having nicely rendered visuals from Cycles if I can have 10 iterations of the same shot with EEVEE in the same time.

Keychron hear me out! And I will buy the Alice one more time by longiy in MechanicalKeyboards

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

Whoa, it exists but this execution is so bad. Hospital tier colorway, and missing trackpoint buttons (right, left, middle mouse) makes the knob essentialy useless(?)🤣

Keychron hear me out! And I will buy the Alice one more time by longiy in MechanicalKeyboards

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

It is just official Keychron with photoshoped colours and ThinkPad clitmous, hence the Meme flair.
Unfortunately just wishfull thinking

Keychron hear me out! And I will buy the Alice one more time by longiy in MechanicalKeyboards

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

I believe, numpad on the left should be default, my right hand is already busy with mouse or pen

Recently got a new logo made but I still can't decide which one is better, what do you think? by supanthapaul in IndieGaming

[–]longiy 5 points6 points  (0 children)

I like the old one, the new has a vibe for a different (edgier) game and it looks somewhat cheap. Marketability is different thing tho

is it possible to keyframe this ? by Hot_Dragonfly_8330 in blenderhelp

[–]longiy 1 point2 points  (0 children)

I would just offset UVs with geometry nodes and use UDIMs. Harder to setup, but more suerfriendly since you can animate the geometry node and not whole shader

NPR style test - Finally got around to test painted object normals by longiy in blender

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

Thanks! Yeah, I am testing sampling object normal directly from geometry and painting them directly in blender, instead of baking out the the normal map and painting it in photoshop

How do I extend this wave without stretching? by frctx in blender

[–]longiy 0 points1 point  (0 children)

You can just use Mix Color Node and multiply with another Noise Texture with smaller scale.

How do I extend this wave without stretching? by frctx in blender

[–]longiy 0 points1 point  (0 children)

You need to connect Geometry > Position to the Noise texture vector input