henke on 14/1/2019 at 06:28
Looks nice, I like the slo-mo. Only hiccup is when it goes from pre-explosion to explosion and all the little side-fizzling particles vanish in an instant. Can you somehow leave those particle emitters running but just have the emission-rate go down to 0 so the remaining fizzles can die out naturally?
Cool textures, Renz! :thumb:
Renzatic on 14/1/2019 at 07:55
Quote Posted by Pyrian
Cool stuff, Renz. Any plans to do normal maps for those?
Maybe. It depends. My ultimate goal is still something I can iterate through quickly, though at the end of the day, it looking good is my top priority. If the diffuse by itself looks good for a final render, I'll stick with it. But if it doesn't look good lit, I'll likely end up doing normals and specs for at least some of them.
By the time I'm done with it, I'm hoping I can make something that looks fairly close to this, but in 3D. I don't expect to be able to replicate it 100%, but I like that watercolored look.
[ATTACH=CONFIG]2528[/ATTACH]
Renzatic on 14/1/2019 at 08:22
First, I gotta get halfway decent at it. :P
Nameless Voice on 14/1/2019 at 18:48
I suspect that's a problem that a lot of us here have. Good art is hard, it needs actual artistic talent and takes years of dedication.
My plan is to make what I can myself, and then to later hire someone more skilled than me to do the hardest / most complicated parts.
Renzatic on 14/1/2019 at 21:03
Quote Posted by Nameless Voice
I suspect that's a problem that a lot of us here have. Good art is
hard, it needs actual artistic talent and takes years of dedication.
Good art is hard, and it can take a long time for you to reach your peak, but you can get surprisingly competent in a fairly short amount of time. All you have to do is start doing it, and continue doing it from there.
WingedKagouti on 14/1/2019 at 21:27
Quote Posted by Renzatic
Good art is hard, and it can take a long time for you to reach your peak, but you can get surprisingly competent in a fairly short amount of time. All you have to do is start doing it, and continue doing it from there.
Talking to others about what works and what doesn't can help you avoid pitfalls. As long as they're truthful, they know what they're talking about and you listen to them.
Pyrian on 14/1/2019 at 21:31
I prefer to post my stuff on various forums and discords, getting feedback from people whom I have no idea if they know what they're talking about, and ignore what is for all I know the wrong portion of it.
I have art friends.
They, um... Never comment.
Pyrian on 14/1/2019 at 23:54
There's another aspect of it, too, that I struggle with constantly:
"Yes, I can make this better. But should I?"
...Frankly, I think I might err on the side of working too long on one thing before moving on. I've never actually finished a game that was bigger than a "jam" style project. Another approach is to get everything done first, then work on improving it, but it's not always that easy: decisions made early may be more difficult to adjust once they're built upon. One mitigating strategy I use sometimes is to heavily encapsulate things I think I'll work on later, so that I can make changes to large swathes of different objects at once.
Pyrian on 15/1/2019 at 05:22
Having lots of projects at once has long been a ticket to getting none of them done, for me.