insomniac_lemon

joined 1 month ago
[–] insomniac_lemon@lemmy.cafe 4 points 2 days ago

I mostly do untextured low-poly stuff so I'll think I'll leave that one to the brofessionals. It doesn't seem like a good starting point.

[–] insomniac_lemon@lemmy.cafe 36 points 2 days ago* (last edited 2 days ago) (2 children)

Yes, but also I don't have much programming experience or even viable beginner project ideas. Also interested in polygonal art but lacking a project doesn't help with that either.

So add in other issues and it really ends up as

Content Description: a cartoon of a man opening a tiny door with 7 cute germ plushies stuck in the open door, they cannot fit through despite pushing

[–] insomniac_lemon@lemmy.cafe 1 points 6 days ago

Is there a proposal for adding an option of sparse speckle* noise to Godot's generated noise texture?

I'm sure this is easily achieved with a dedicated texture (or two, so the light speckle can be more visible beyond the regular highlighted area), but I don't seem to be having much luck making or finding it.

*=Most of the original color is untouched but with lighter and darker splotches ideal for a stone texture or to just break up flat color.

[–] insomniac_lemon@lemmy.cafe 1 points 1 week ago

Can 3D substitution* animation be exported from Blender? This isn't easy to search, though what I could find seems like importing animations in general needs more clicks than expected. Even better would be a workflow with greasepencil and geometry nodes (though searching w/Godot leads to a paid tool), especially if that can also be used for vertex colors.

I have my doubts here as the first thing I tried (a custom shader with a 2nd vertex color map hooked up to glow) didn't work. Though I'm not sure if that was an issue with gltf, Blender, Godot, how I exported it, or something else.

*= Switching visibility to another model rather than using deformation or texturing. If this does not export easily, I guess it'd be easy enough to manually do with Godot's animation player so long as there aren't too many frames/animations/states.

[–] insomniac_lemon@lemmy.cafe 1 points 1 week ago

Using nodes to compose art (or even component-based code?) would be my guess. Though sure, for many scenarios/designs a node swap wouldn't be needed.

[–] insomniac_lemon@lemmy.cafe 3 points 1 week ago

Bad wording on my part, I meant a general and underlying chronic defect (like bad collagen) rather than situational/habitual damage.

[–] insomniac_lemon@lemmy.cafe 44 points 1 week ago (4 children)

Go to hospital? No thanks, finish what you started. Take my other organs, lady.

(for medical reasons, I doubt anybody would actually want my organs though)

[–] insomniac_lemon@lemmy.cafe 15 points 1 week ago

Me when

A low-poly, vertex color-only model of a tail-less gecko, pathetic-looking and purple under its eyes. The origin lines from the software Blender can be barely seen

when it is never tail time ever

[–] insomniac_lemon@lemmy.cafe 3 points 1 week ago

I am similar, though for me I'd say it's more of a personality disorder (SzPD) which also makes socialization a dilemma (it's a term). Though I live somewhere without much to do (+no public transportation), particularly because I have no interest in driving.

Though I lack skills/money, plus have untreated health issues and likely depression.

[–] insomniac_lemon@lemmy.cafe 4 points 1 week ago

It feels eerily similar to leaving the house and never having a reason to actually talk to anyone (that's also me living on the edge of Nowhere).

Slightly better chances here I guess. I'd say it feels more sparse here but I guess thinking back other platforms either had similar results or other issues.

[–] insomniac_lemon@lemmy.cafe -2 points 2 weeks ago* (last edited 2 weeks ago)

valid criticism*

* Latest Fad

EDIT: I am referencing Stan Kelly's political satire cartoons (example)

[–] insomniac_lemon@lemmy.cafe 2 points 2 weeks ago (1 children)

Yeah, I feel like the remakes lost some charm specifically when it comes to rendering tech (vertex colors, losing Spyro's skyboxes feels like a crime). Particularly with the new data bloat.

Also with the examples I'm not sure I like the new sounds(faster/higher-pitch... and they sound re-done? If they're the same are they just better at very low sample rate?), looked it up and people were saying they didn't like the mixing (new is more muted/subtle).

That, and it seems re-makes don't really fix core issues (Medievil's remake).

I think the original tech/limits can be taken further aesthetically for a different workflow (very general/sparse use of textures), especially in the modern era. Still undecided on some artistic/technical choices, but I have much more here than I do in the ways of (low-scope) starting project ideas that I like.

not-very-polishedThe entire scene is low-poly with colors defined using the mesh itself,  also the image is optimized for color to reduce data, resulting in dithering patterns. In a gray room with black and white triangle tiles, there are 6 badgers of various sizes standing and facing the viewer. Similarly, there are 5 eyes floating in the air one of which is not fully opaque. There is 1 banana on the floor.

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