OK, so maybe I haven't made any progress in the past 5 days, but I will tomorrow, I promise!
Gabriel Ross
...
William Walker
nobody cares, if you don't enjoy doing it then why bother
this isn't a race or competition and it isn't going to earn you internet points.
Daniel Gutierrez
>I tried to imply stuff I did notice that a bit later on, with the cross and the painting, which implies some sense of horror. I didn't really put too much thought into alcohol since that's just a thing people do when making semi-old timey homes.
>Why is it not photoreal Is it attempting to be photoreal? The textures seem almost painterly to me but that could also just be the lighting I thought it was an intentional part of the aesthetic if it's not. Like the drywall in the closet looks very much like a painting, and the way the mirror shares the same texture... Looks like brushstrokes. Also All of the plates/bowls/drinks are like super perfect looking with no marks whatsoever. Texture of the lamp looks pretty cheap especially considering it's foreground. Assume it's just the style.
Dominic Thompson
>could you pinpoint what exactly doesn't make it look completely photorealistic? Not that guy, but there's a few tells in the scene like the lamp shade and the book that aren't quite right. Though it generally looks more like a painting than a photo due to the unnaturally moody color scheme and the texturing on the walls and woodwork.
David Morris
How are scrollable character selectors best created in Unity? The default ScrollView doesn't seem to have the functionality to magnetically focus on the nearest object when touch is released.
Aiden Lee
>How are scrollable character selectors best created in Unity? The default ScrollView doesn't seem to have the functionality to magnetically focus on the nearest object when touch is released. cant you extend it to do that?
Thomas Gomez
I guess, but it's not easy. I don't think there's a value that indicates how far an item is from the center of the ScrollView, for example.
Alexander Rogers
make your own scroll system
Josiah Ward
Yes, it is the aesthetic, I'm just asking in general to get a better understanding. I used materials from Substance Painter so they "should" be photorealistic. That's why I'm also thinking that the lighting breaks the photorealism here. Basically I want to understand how I achieved this effect because it wasn't exaclty on purpose. To be clear, I like it and don't want to change it now, but originally I planned to just go full photorealism with the scene.
Samuel Diaz
It's pretty easy to figure that out.
Joseph Morales
Friendly reminder that if you have any classes over 250 lines, you need to break the functionality down into smaller classes that each do isolated tasks
Juan Edwards
>dude slow ur game down because i don't like large files
Jace Edwards
>game becomes slower by having a few more classes
Caleb Stewart
>i don't understand the burden of needless objects
Hudson Ramirez
>>>r/gamedev
Nathaniel Taylor
trying to work on invent management and stuffs :)
Jackson Edwards
>needless objects slows game down
Gamemakerfag dectected
Isaiah Gomez
>i don't understand OOP
hello drag and dropper
Camden Sanders
Show me the massive drops in your performance in your C++ application when you make new objects
Ryder Harris
...
Angel King
there are no drops in mine because I use sane concern seperation
Jackson Lee
lol no
Luke Phillips
Here's your (you) for creative use of wordplay
David Williams
/agdg/ can be worse than /g/ on programming paradigms
Ayden Edwards
or separate them logically instead of being a retard
Ryder Reed
i wonder why the username was changed in that pic
Nicholas Baker
nah, i'm good.
Luis Brown
>do this >now each class depends on 2-3 other classes I love spaghetti!
Ethan Myers
>Rewrite client networking stack >realize that i now have to rewrite server network stack
Justin King
I think its a combination of >Soft blue-white light >Implausible light cone >Too perfect color palette, with that washed out look >Perfectly staged look of the composition >Idealized sterility (e.g. aged looking room with zero dust or damage and pristine vases on the shelf). >Brush-stroke looking texturing
It has a lot in common with american realist painting, I think.
Cooper Walker
That's not what spaghetti code is, user
Tyler King
That's ravioli code.
Landon Cook
this is getting too comfy
Carter Scott
I'm singing in the rain I'm singing in the rift over the lighthouse
Carson Lopez
>now each class depends on 2-3 other classes that's not a problem in itself, breaking up into multiple smaller classes pushes the burden of clean code up one level in the abstraction system, as long as you are doing it properly it should be easier to maintain
Evan Hernandez
>tfw trying to optimise ur game If it runs smoothly with 3000 enemies it should run ok with 100 right?
Gabriel Sanders
>substance painter should be photoreal
you'll only get truly photoreal textures from photogrammetry
Cooper Robinson
God, I'm pissed so much that I can't figure this out. Thanks though, ofc.
That's clear, the lighting is one cause. The colors could be the reason too, I mean, you've seen the reference, even that scene in the movie looks fake-ish, and I recreated it, so no wonder. Perfectly staged and sterile? I don't know about that, I really tried making it look imperfect. Doors and tray slightly skewed, dirt all around the walls and the ground, scratches, dust, I mean the dust is everywhere, I don't get how you are saying it's not there at all? I agree about the vases, them and the glasses are the only assets I didn't texture, just applied some shaders.
But - >Brush-stroke looking texturing I'm going insane over this because it doesn't make sense to me. I'm trying to explain it to myself and can't. Those are photorealistic materials from Substance Painter, you can see them everywhere in photorealistic scenes. I figure that the lighting is completely changing their looks somehow? I mean, that's great, and I like that you mentioned realist painting. That's actually what I struggled to comprehend for the past couple of months, e.g. how did that Agent 327 animated movie achieve that stylized look when the materials are obviously realistic. Or how did Pixar/Disney achieve stylized realism. And now it seems that I finally ended up kinda achieving that look but I don't understand how I got it. I want to emulate that shit now, but need to 100% understand how to do it on purpose every time. This was just an accident.
Julian Myers
blender 2.8 is not production ready. hence you get fucked up bugs in the viewport sometimes. as well as potential dataloss bugs and other issues.
Julian Gutierrez
A game where you put the lime in the coconut and drink them both up
Robert Ramirez
True, but you know what I mean. It doesn't look "painterly" like it does here. Plenty of people have been using those same materials in their photorealistic studies, and you wouldn't say that the materials look stylized there. If you have been using SP, you probably used the same wood materials as well.
Kevin Baker
A point and click adventure game where you have to combine a pen, pinapple, and apple in order to progress
Nathan Hill
Oh, you're talking about that. Yeah, well I said it in the post. That's Eevee and it has a lot of bugs, I was able to fix all of them, though. The worse part IMO are the shadows atm, they are grainy and change shapes based on camera angle.
Nathaniel Ward
Do you have a blog or something? I really like that art.
Wyatt Martin
It wasnt
Blake Long
>wasting time worrying about standards and styles >not just doing what works for you
Benjamin Perry
have you tried to goole reverse search? Was posted literally everywhere
Nathan Hernandez
>update Unity >get some stupid "transform.position assign attempt is not valid" error
Thomas Hughes
I just woke up and didn't bother reading the entire reply chain, cmon man gimme a break.
Gavin Wood
>I don't know about that, I really tried making it look imperfect. Yeah, but you made it look perfectly imperfect.
Look at this this precisionist painting. It's good rust and mold everywhere and even a human figure. However, because of the way the artist used too perfect lines, unnatural colors and abstracted some textures while going super realistic with others, it looks artificial and completely still. (Artist's name is Jeffery Smart).
That's what's going on with your scene, you've got an abstracted precision to your textures and layout that makes it look unreal.
someone gets it. we're here to make games, and we're all gonna make it
Brody Garcia
>this icebreaker rapidly advances toward you What do.
Blake Phillips
Grab it by the horns
Tyler Russell
suplex it
Ryder Martin
Thanks, makes sense I guess.
Thank you, I don't have any blog atm. I'm fairly regular on /3/, though, so you could go there. Idk if I'm worth to follow t b h. 2 more weeks and it will officially be 1 full year of me teaching myself 3D, which means I'm still fairly a beginner, so... Yeah, a lot of studies, not that much finished art like this, it's the first weekly project of mine and I'm planning to do more of them. That way I'll actually finish stuff and won't have enough time to get emotionally attached to my work too much.
Sebastian Watson
Shout at it "WHERE'S YOURE GAME"
Josiah Gray
WHERE'S YOURE GAME
Julian Bell
In my hard drive. Where is yours?
Nathaniel Davis
>me when I'm emerging from my room after 12 hours of devving
Carson Kelly
Remember that these are your art experts here.
Connor Roberts
me when i'm spying on my players to sell data to google
Alexander Evans
hello pedo-kun
Caleb Wright
thin your paints faggot
Aaron Jackson
Google is already spying on you and your players and they already have all the data they need, facebook too. The best you can do is get Analytics so you can see a small portion of the collected data.
Daniel Thomas
THREE LAYERS
Carson Parker
Forgot to mention Unity, that one too spies on everyone and you can't even disable the spying on your own game with the free version.
Anthony Kelly
>expecting expertise in a place where you can easily pretend to be someone else if they're doing text-only posts without trip and make them completely disreputable if you need that find a place with names, /agdg/ is for feedback on progress and demos
Henry Cook
>you as the guy when you find out nobody has played your game
Leo Wilson
>My cmd immediately closes when I try to open it. Tried scanning with defender, malwarebytes and avast, and nothing
What the fuck do I do now? It could be some virus but it doesn't seem like it is. I know this is offtopic, but we're shitposting anyway, and I can't continue devving until I fix this shit.
Adam Hall
>windows you deserve this
Austin Nguyen
how d you call it?
Kayden Taylor
>nodev detected
Call what? I tried opening it up normally and as an administrator. It opens up a big window for a second, then a tiny one and then closes.
Wyatt Martinez
so fucking great, is this yours user?
Jacob Morris
whatever happened to lurk before posting
Parker Rivera
can you use powershell?
Angel Rivera
Friendly reminder to add comments to your code whenever you do something that isn't self explanatory and/or if you were to look back at it in 6 months you wouldn't remember what it does or why
This program claims to be able to make HDR images from LDR sources. Could be useful for anyone using environment lighting.
Christian Anderson
i'm almost giving up.
Nathaniel King
I write comments before writing the code to organize myself and then I delete the comments once I'm done.
Cameron Price
Why don't you make one?
Hudson Morales
hehe... booboes... instabuy :)
Caleb Edwards
Nice
Ryan Sanders
Ah, I can, yeah. I'll still need to figure out what is causing my cmd to go crazy, I don't want to get haxxed.
Isaiah Powell
Is this like Vampire the Masquerade?
I like.
Cooper Nguyen
I write comments before I start too, but I also keep them in if they explain what the code does and the code is too complicated or abstract to speak for itself
Charles Green
a) is she fucking drunk at the inventory screen? b) fix the equipment jitter with her model c) hair does not behave this way on a body and you know it - fix it.
Jace Morris
no you
Austin Roberts
Open powershell, do "sfc /scannow", then restart.
Nathaniel Hernandez
This game looks nice. I must do better
Gavin King
Can someone explain why people say undertale has bad graphics? These are all very well done. It's just the style that is minimaslistic but that is intended.
Brody Johnson
you made my day, guise!
it's a spiritual sequel in another setting/world to avoid C&D letters kinda of thing
thanks for the tips. user a. and b. are the same issue, i have a script that stops the head look whenever the player access the inventory, ill fix it later, and the hair is just a placeholder.
Juan Mitchell
all pixelshit is bad except fez
Lucas Price
Look like the output of a decompiler for me.
Cameron Gonzalez
All of those sprites are so small and minimal and that's it's difficult to make out any significant details at all
The main character being the prime example, it's supposed to be "androgynous" when it clearly look like a girl due to fat hips Like what the fuck are the side things on Undyne's hips? Alphy's hair from the front view looks retarded.
If it wasn't for their conversation profiles and tons of fan art, it'd be pretty difficult to tell what the hell everyone is supposed to be.
Carter Kelly
>tiddies >lots of attention >no tiddies >not much attention I know what I must do.