Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411491 Posts in 69371 Topics- by 58428 Members - Latest Member: shelton786

April 25, 2024, 03:56:45 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
Pages: 1 ... 9 10 [11] 12 13 ... 34
Print
Author Topic: game art tricks  (Read 195044 times)
oahda
Level 10
*****



View Profile
« Reply #200 on: January 25, 2017, 06:13:55 AM »

Texture blending to make things fit together much more nicely. Simple, yet effective!

https://twitter.com/orikmcfly/status/824198896389857280
« Last Edit: February 06, 2017, 12:07:30 PM by Prinsessa » Logged

oahda
Level 10
*****



View Profile
« Reply #201 on: February 06, 2017, 12:06:59 PM »

Old-school tricks! Colour cycling for animation and whatnot.



Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #202 on: February 06, 2017, 04:05:24 PM »

Why didn't I linked to this video is beyond me, Thanks pincessa
Logged

JobLeonard
Level 10
*****



View Profile
« Reply #203 on: February 10, 2017, 01:38:37 AM »

How to perform witchcraft advanced light effects in pico 8



https://hackernoon.com/pico-8-lighting-part-1-thin-dark-line-8ea15d21fed7#.t7xs2c9an

http://www.lexaloffle.com/bbs/?tid=28785
Logged
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #204 on: February 10, 2017, 08:20:59 PM »



Logged

oahda
Level 10
*****



View Profile
« Reply #205 on: February 14, 2017, 01:11:43 AM »

Semi-related, but I figure camera design is a big part of art direction, and here are two good talks on the matter:

1. Journey camera programmer talks about common camera mistakes, how to solve them, and a few Journey-specific solutions, with lots of focus on 3D, and also how to combat simulation/motion sickness:




2. Sidescroller cameras specifically, so mostly 2D:


Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #206 on: February 14, 2017, 11:05:00 AM »




https://www.solidangle.com/research/egsr2012_volume.pdf
Importance Sampling Techniques for Path Tracing in Participating Media

https://www.shadertoy.com/view/Xdf3zB
Logged

JobLeonard
Level 10
*****



View Profile
« Reply #207 on: February 14, 2017, 11:53:28 AM »

Would that also work for real-time stuff?
Logged
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #208 on: February 14, 2017, 11:59:39 AM »

that shadertoy link is not there for nothing
Logged

JobLeonard
Level 10
*****



View Profile
« Reply #209 on: February 14, 2017, 12:38:30 PM »

How did I miss that?! Shocked

Very nice!
Logged
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #210 on: February 17, 2017, 11:24:39 AM »



Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #211 on: February 17, 2017, 12:22:55 PM »



Logged

JobLeonard
Level 10
*****



View Profile
« Reply #212 on: February 17, 2017, 01:41:13 PM »

Because I have a bachelor in fine arts and specialised in photography, I saw the core cause of the problem coming a mile away Tongue

I think that if you work with 3D modelling and want to get a better understanding of how light works, learning the technical details of photography isn't a bad idea. Here's the best technical website I know of:

http://www.cambridgeincolour.com/


Anyway, video tutorial doesn't explain why sRGB ruins this render. It has to do with gamma values, mostly, and it ruins a lot of things. Here's a mostly-right video explaining it, but still somewhat off:





The misinformation bit is that his square root explanation is not the actual transformation; it's something like a log1.8 transform or something. But explaning the gamma function would take too much time in a supposedly two-minute video. These two sites give a more detailed explanation:

http://ninedegreesbelow.com/photography/linear-gamma-blur-normal-blend.html

http://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/
Logged
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #213 on: February 17, 2017, 01:48:20 PM »

I have been in a search of good documentation easily digested in small chunk around this problem, which is highly technical and that everybody could benefit from, but I could only find highly technical talk who use the jargonny shortcut of their peer to explain, or very hard math notation instead of visualizing it directly.

So fire up all data you have with the simplest explanation and correction if available Smiley
« Last Edit: February 17, 2017, 01:53:33 PM by gimymblert » Logged

JobLeonard
Level 10
*****



View Profile
« Reply #214 on: February 17, 2017, 03:09:40 PM »

There's not much to correct, the video you linked it pretty good. But the links I gave should fill in a lot of gaps.

Of the Cambridge in Colour website, these two sub-categories are most relevant:

http://www.cambridgeincolour.com/learn-photography-concepts.htm
http://www.cambridgeincolour.com/color-management-printing.htm

Forget about the part where it's supposed to explain how to print properly; the colour management concepts explained there applies to any "pipeline" where you manipulate images.

Studying these photography concepts also help you understand modern software because most of the time, the latter uses standards based on what used to be the industry norm before modern computers; so print, TV and other CRT monitors.
Logged
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #215 on: February 24, 2017, 10:38:23 PM »




How to create Flowmaps in Photoshop.


https://support.allegorithmic.com/documentation/display/SPDOC/Flow+Map+Painting
Flow Map Painting
Logged

Torchkas
Level 10
*****


collects sawdust


View Profile WWW
« Reply #216 on: February 25, 2017, 05:00:48 AM »

subscribing to the thread
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #217 on: February 26, 2017, 12:13:25 PM »

Screen space fog scattering- unity, github (height, particle, depth)
https://forum.unity3d.com/threads/screen-space-multiple-scattering.446647/
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #218 on: March 07, 2017, 02:01:32 PM »




Texturing Uncharted 4: A Matter of Substance (presented by Allegorithmic)
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #219 on: March 14, 2017, 12:08:29 PM »

https://waypoint.vice.com/en_us/article/black-skin-is-still-a-radical-concept-in-video-games
Black Skin Is Still A Radical Concept in Video Games

http://www.indiewire.com/2014/02/the-art-of-lighting-dark-skin-for-film-and-hd-162072/
The Art of Lighting Dark Skin for Film and HD
« Last Edit: March 14, 2017, 01:36:50 PM by gimymblert » Logged

Pages: 1 ... 9 10 [11] 12 13 ... 34
Print
Jump to:  

Theme orange-lt created by panic