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October 19, 2019, 11:01:22 AM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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gimymblert
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« Reply #480 on: January 18, 2019, 04:38:45 PM »

https://www.oxpal.com/procedural-stylized-textures.html
Creating Stylized Textures the Procedural Way
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gimymblert
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« Reply #481 on: January 27, 2019, 06:36:14 AM »

lightfield rendering from https://forum.unity.com/threads/lightfield-in-vr.517291/



Optimizing for 6DOF mobile VR with Google's Seurat
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Prinsessa
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« Reply #482 on: March 05, 2019, 12:50:41 AM »

Simple infinite snow volume using modulo:
https://twitter.com/The_Rabbit42/status/1102637047389532162
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gimymblert
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« Reply #483 on: March 09, 2019, 11:12:53 AM »

I'm seeing modulo everywhere these time Huh?
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gimymblert
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« Reply #484 on: March 19, 2019, 07:48:53 AM »




Designing A Comprehensive Color System
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gimymblert
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« Reply #485 on: March 27, 2019, 07:38:58 AM »




How Animators Created the Spider-Verse | WIRED
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« Reply #486 on: April 01, 2019, 04:50:35 AM »

regarding into the spiderverse: alberto mielgo, who made the amazing short "the witness" for the new netflix anthology series love, death & robots did work on that too and you can still see a lot of influences. he was later fired due to technical and style discrepancies unfortunally. but there are some stills and short animation tests on his instagram.
https://www.instagram.com/p/Brk4SbmhVme/
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Cobralad
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« Reply #487 on: April 01, 2019, 05:11:37 AM »

that guy knows some neat visual movement tricks but looking at his character designs and that short i salute sony decision Hand Thumbs Up Left Smiley
http://conceptartworld.com/news/spider-man-into-the-spider-verse-concept-art-by-alberto-mielgo/
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gimymblert
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« Reply #488 on: April 12, 2019, 03:21:06 AM »

Black hair in depth
http://misselaney.tumblr.com/tagged/black-hair-in-depth
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gimymblert
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« Reply #489 on: April 15, 2019, 04:18:26 AM »




Marvel's Spider-Man: A Deep Dive Into the Look Creation of Manhattan
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JobLeonard
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« Reply #490 on: April 17, 2019, 02:41:32 PM »

Related, in a way:



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gimymblert
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« Reply #491 on: April 18, 2019, 11:50:38 AM »

https://www.gdcvault.com/play/1026182/
Ray-Traced Irradiance Fields (Presented by NVIDIA)

(I need to make a compilation of spiderverse animation analysis)
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gimymblert
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« Reply #492 on: April 25, 2019, 05:19:07 AM »

https://www.patreon.com/posts/fun-with-stencil-26211104
Fun with Stencil Image Effects


Quote
If you've ever wanted to use image effects, but also control where they are being used, this post is for you!

 I've always liked outline image effects, but having it apply to everything on screen is a bit much to me.
Making sure the effects are only shown on characters for example, is more interesting.
And you can actually do this by using stencil buffers in the image effect shaders.

 It doesn't have to be outlines of course, you can do other effects as I'll show in this post.

The effect is done by layering multiple renders over eachother, for example , 1 with no effects, then only the character with some sobel outlines.
Or rendering the normal image, then an inverted effect on everything but the character. 
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gimymblert
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« Reply #493 on: April 28, 2019, 05:42:09 AM »

https://github.com/MaxwellGengYF/Unity-Ground-Truth-Ambient-Occlusion
Unity3D Ground Truth Ambient Occlusion
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gimymblert
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« Reply #494 on: May 06, 2019, 09:51:57 AM »

I can't post on game trick anymore, database error nor on vaporware
https://twitter.com/_staggart_/status/1095341009947389952
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Had the idea for a GPU based raycaster, by sampling world-normals and depth from a teeny tiny render texture. Turns out that works! These objects don't have any colliders attached to them. Perfect for editor tools
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ProgramGamer
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« Reply #495 on: May 06, 2019, 11:30:32 AM »

If you're using emojis then tigs gives you a database error, maybe that's why?
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gimymblert
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« Reply #496 on: May 10, 2019, 10:49:24 AM »

I figure out that out, it was accidental emoji due a complex string in an url
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« Reply #497 on: May 17, 2019, 01:31:10 AM »

Anything on hand drawn art for games? Stuff like this: https://oquonie.100r.co/

I already draw so I am not really looking to learn the fundamentals or anything like that. Rather, I am wondering if there are tips and tricks specifically for drawing for games. Since I already draw, I figure it is better for me to stick with hand drawn stuff (digital or traditional, haven't decided yet) than learning pixel art (which, by the way, I love - I just can't be bothered to draw stuff pixel by pixel).

The way I see, there is a lot to figure out. Like, at what size do I draw sprites for the player and enemies (talking about a side scroller here - think Kirby and the likes). Likely not the same tiny dimensions used for pixel art sprites, right? What about tilesets? Do I draw them with black outlines (it looks pretty) or is there a drawback to that? I guess I am just rambling now.

On the subject, this is super cool: https://www.gamasutra.com/blogs/RaduMuresan/20150804/250403/Achieving_a_quotwalls_on_firequot_effect_using_simple_shader_changes.php
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« Reply #498 on: May 22, 2019, 09:22:47 PM »

Hey there Kameneko, probably not what you had in mind but this game art "trick" is more of method to speed up your drawings. I was getting tired of it taking forever to draw a character's head and have it be consistent with the rest of the drawings in my games so I decided to 3d model the heads(and later, make simple bodies) so that way I could keep things consistent from all angles. For my current project, it was especially crucial since I was dealing with a character who's head was so oddly shaped...

First, I draw a sketch of the character's head(or the entire body sometimes but I already knew what kind of body he'd have) then I make a 3d model and try to match the proportions and overall look as closely as I can to my original drawing.

(This is the first ever picture of the triceratops and also a very early version of the head, I've made adjustments and improvements since)

As you can see I also used a simple texture to show were face/head markings will be drawn.



Then, I draw over the 3d helper with the stuff that brings the character to life! But very lightly. I'll usually refine a couple things or use another 3d helper for the hands(I have a separate model for that)



Next I draw the line art. :3 I also fill in the markings/important colored areas because sometimes it's really important to show the depth of the face's structure(like the beak)



Finally color!



You might think it's more time consuming to do things this way- and yeah perhaps if you're already a skilled enough artist! But it just takes me too long to draw perspective lines, draw guides and even when I did all of that, without my current method, my art wasn't at the quality I'd like. So not only does this have the benefit of speeding things up for me, but it's also improved the end result of my art a ton! So I can have more art in my games and it's also better art :3

So if you're a decent 3d modeler and a decent 2d artist, I'd recommend combining the two in anyway you can to help with creating better 2d art more quickly. This doesn't just have to be for games- it can be for stand alone artworks, but it'd be especially useful if you were doing a comic. Any situation where you're drawing the same character a lot really.
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Kameneko
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« Reply #499 on: May 23, 2019, 11:02:00 PM »

Thank you, velocirection! Your technique seems interesting and I will give it a try if/when I have to draw more complex creatures. My designs are all fairly simplistic and for the most part, easy to draw - which is part of the point - like the late Mr. Iwata once said, when people love a "character", they want to draw them, so it helps making them look simple.
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