have you tried an ordered dither rather than the noise ? if it's Unreal I have an implementation I can dig out for you
@poopipe Thanks for this suggestion, haven't tried ordered dither yet. I came across this effect before, but didn't know what it was called. I'm currently rendering the loops with Blender (Eevee), but I assume the approach is similar. I shall try it
Created a node group of the dithering portion so it's easy to reuse in other files. Gaming-wise, I have been playing way too much Hades :-B Edit: Wow, just did my first escape
nice it works better on the turntable i think - now i'm wondering if there's a way to lock the dither to the object. the question is - do i do my actual job this afternoon or slack off and try to implement it?
now i'm wondering if there's a way to lock the dither to the object. the question is - do i do my actual job this afternoon or slack off and try to implement it?
Wait, you don't have an AI doing all the work for you? :P
On the gaming-side, I completed a second run of Hades - I got to stop playing this sometime
Oof, time is flying by. Currently don't much time/energy for side quests. Hopefully around around Christmas it will be a bit more quiet. Managed to do something small today.
loop
edit01: loop_02
rough ideas
edit02: found some time for another small loop:
Still playing Hades and finally finished Half-Life Alyx. Really want to create some VR environments now Found that here in the city, there are some nice looking older buildings that would make great kits.
Towing truck, based on ZC WANGs cool concept, subject of the current Bi-Monthly challenge. Like the concept, but don't have the time to make a proper challenge entry.
Currently between contracts. Did learn a few new things on the last one: Created stereoscopic 360 videos with Unreal and did materials/ tech art in Unreal and Unity. Sometimes Imposter-Syndrom kicked in, but in the end everything worked out. Have to create some dioramas applying those learnings :-B
Decided to pick up the Abandoned Place by Erin Lin, featured in the current Bi-Monthly. I kept most models very simple, no unique maps, let lightmaps smooth over hard edges. To limit the amount of lightmaps, I lit certain elements, like plants, with light probes. Setup a couple of virtual cameras and enabled switching between them using number keys. Created a web build hosted on itch. Here are screenshots from the build.
Started playing Dragons Dogma 2 and I like it a lot. One of my favorite aspects is the traversal and exploration, that it's possible to climb up any step that has some space to stand on. Reminded me of the climbing in the original Gothic games. It seems in modern times climbing hotspots have become the norm, which I see as a bit of a regression. I can see the benefits in regards to player direction and making it easier to make player movement look consistently good, perhaps less headache to implement on the technical side, personally prefer janky but free.
Watched an old werewolf movie with some pretty cool practical effects and transition named "The Howling". Made me want to do a creature
On the 14th it's the anniversary of the first game I contributed to, DYO, which released in 2018, it's free on Steam and Itch. Perhaps I can do something small for the anniversary. A loop perhaps!
Another challenge I'm eying is Clinton Jones "Chasm's Call". So many potential projects, so little time :P
I was thinking to combine the "Chasm's Call" challenge with DYO/ Greek mythology. The rough idea is some titans climbing out of Tartarus. Used the Unreal template. Here is a gif of the current state:
Replies
The initial sketch (+ some ideas for a Scarecrow character)
if it's Unreal I have an implementation I can dig out for you
if it's Unreal I have an implementation I can dig out for you
Edit: Here some results, following this Pixel Perfect Dithering Shader in Blender tutorial by Kenny Pang
The patterns currently don't fit the pixel grid.
Created a node group of the dithering portion so it's easy to reuse in other files.
Gaming-wise, I have been playing way too much Hades :-B Edit: Wow, just did my first escape
it works better on the turntable i think - now i'm wondering if there's a way to lock the dither to the object. the question is - do i do my actual job this afternoon or slack off and try to implement it?
On the gaming-side, I completed a second run of Hades - I got to stop playing this sometime
BikeRider
PipeRider
Gurgoyles
Oof, time is flying by. Currently don't much time/energy for side quests.
Hopefully around around Christmas it will be a bit more quiet.
Managed to do something small today.
edit01: loop_02
rough ideas
edit02: found some time for another small loop:
Still playing Hades and finally finished Half-Life Alyx. Really want to create some VR environments now
King is dead
Towing truck, based on ZC WANGs cool concept, subject of the current Bi-Monthly challenge.
Like the concept, but don't have the time to make a proper challenge entry.
A race track, suggested by my friends' son, in action
^ clearly inspired by rexo12's serpent vase thread :P
Setup of snake in Blender. Array mesh fitting curve using start and end caps. Thickness controlled by curve points.
snake on Sketchfab
model
Currently between contracts. Did learn a few new things on the last one: Created stereoscopic 360 videos with Unreal and did materials/ tech art in Unreal and Unity. Sometimes Imposter-Syndrom kicked in, but in the end everything worked out. Have to create some dioramas applying those learnings :-B
Decided to pick up the Abandoned Place by Erin Lin, featured in the current Bi-Monthly. I kept most models very simple, no unique maps, let lightmaps smooth over hard edges. To limit the amount of lightmaps, I lit certain elements, like plants, with light probes. Setup a couple of virtual cameras and enabled switching between them using number keys. Created a web build hosted on itch. Here are screenshots from the build.
Started playing Dragons Dogma 2 and I like it a lot. One of my favorite aspects is the traversal and exploration, that it's possible to climb up any step that has some space to stand on. Reminded me of the climbing in the original Gothic games. It seems in modern times climbing hotspots have become the norm, which I see as a bit of a regression. I can see the benefits in regards to player direction and making it easier to make player movement look consistently good, perhaps less headache to implement on the technical side, personally prefer janky but free.
Watched an old werewolf movie with some pretty cool practical effects and transition named "The Howling". Made me want to do a creature
On the 14th it's the anniversary of the first game I contributed to, DYO, which released in 2018, it's free on Steam and Itch. Perhaps I can do something small for the anniversary. A loop perhaps!
Another challenge I'm eying is Clinton Jones "Chasm's Call". So many potential projects, so little time :P