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1297704 Posts in 57713 Topics- by 48763 Members - Latest Member: Nilanjan_1986

May 28, 2017, 12:38:03 am

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gimymblert
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« Reply #220 on: March 19, 2017, 12:49:55 pm »




What Makes A Good Character Design?
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gimymblert
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« Reply #221 on: April 07, 2017, 09:14:55 am »




The Future of Art Production in Games
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gimymblert
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« Reply #222 on: April 07, 2017, 06:08:14 pm »

http://graphics.cs.williams.edu/papers/LightFieldI3D17/   
Real-Time Global Illumination using Precomputed Light Field Probes

http://www.gdcvault.com/play/1024353/
Real-Time Rendering Advances from NVIDIA Research (Presented by NVIDIA)
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Prinsessa
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« Reply #223 on: April 14, 2017, 10:53:08 am »

A lot of interesting tweets and retweets in general from this person:
https://twitter.com/PolygonCherub
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ProgramGamer
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« Reply #224 on: April 21, 2017, 08:09:50 pm »

https://youtube.com/watch?v=f9v_XN7Wxh8
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gimymblert
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« Reply #225 on: May 04, 2017, 08:28:36 pm »




Low Poly Modeling: Style Through Economy
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JobLeonard
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« Reply #226 on: May 05, 2017, 03:38:49 am »

Ooh, this looks interesting, and I don't even do 3D modelling!
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Pfotegeist
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« Reply #227 on: May 05, 2017, 08:04:07 am »

I read from Andrew Loomis' figure drawing (1941) book about how reducing complexity in shadows somehow looks better then attempting to draw perfect 3dimensional shading with inaccurate anatomy. The artist implied they didn't really know why (going by my memory). This is like a confirmation. If your 3d doesn't make high poly look real, make it stylish and it'll look better.

designing a low poly style still requires some practice. ultra realism generated on the fly is a matter of time if we'll take the future for granted... shaders are still an obstacle in 3d visuals but maybe one day they won't be.
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JobLeonard
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« Reply #228 on: May 06, 2017, 01:17:44 am »

The desire for ultra realism is largely motivated by a naive (implicit) assumption that media should get "out of the way" of the things they are trying to depict, i.e. a landscape painting is trying to depict a landscape, so the landscape should look as convincing as possible and the paint should get out of the way.

But that assumption does not hold in practice at all
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gimymblert
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« Reply #229 on: May 17, 2017, 06:20:07 pm »




Getting Started with Character Morph Targets | Live Training | Unreal Engine
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gimymblert
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« Reply #230 on: May 20, 2017, 11:47:35 am »




A.B.I.torial 13: Mortal Kombat X's Animation SUCKS
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« Reply #231 on: May 20, 2017, 12:49:04 pm »

This is a cool thread, one day I hope to contribute but right now I'm posting to follow it. Thanks for all the useful links  Hand Thumbs Up Right
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gimymblert
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« Reply #232 on: May 21, 2017, 02:22:15 pm »

Discussion about colorwheel (up and down)
https://twitter.com/alexjc/status/771768267136438273
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Torchkas
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« Reply #233 on: May 21, 2017, 03:00:28 pm »

red and cyan are actually opposite colors. idk who got the idea that red is the opposite of green when red and green are both independent colors in our retina. The RYB space is also not an actually valid space in paint, the correct one is Magenta Yellow Cyan, which is what your ink toners are set to. if I recall the reason for cyan being called blue and magenta being called red is that they actually used to have those names, our current blue would be called indigo and our current red would be called red-orange or blood orange.
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In RGB space, the space around orange is more compressed so small changes mean big impact on human perception.
this is actually a good thing to take from it though. for non-linear color gradient mappings you could totally make your own, but you need to still be aware that it's not something you should actually calculate things like color blending with since you'd simply miss out on a lot of hues.
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gimymblert
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« Reply #234 on: May 21, 2017, 04:03:51 pm »

If you have study color spaces you would know that it's never that trivial, especially that magenta and white are not "color" that exist in reality (not an electromagnetic wavelength like actual light). After my art schools my belief in color has been unredeemly broken, it's like getting out the matrix. So yeah green vs red is acceptable in "perceptual" color space, those thing didn't come out from nothing, color studies is a rabbit hole that just never end.
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