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Messages - BaconShelf
31
« on: June 21, 2020, 06:54:35 AM »
Does anyone else just not care about this game or is it just me
I was kinda interested after BR2049 got me in a Cyberpunk (genre) mood for a while but the way people at my uni wouldn't shut up about it made me lose interest.
32
« on: June 12, 2020, 10:00:54 AM »
I started watching Mr. Robot and I'm nearing the end of Season 1 now. This shit is pretty good, great music.
33
« on: June 12, 2020, 09:58:05 AM »
you can spawn four elephants inside the crypt on sandbox, as well as 16 of every vehicle you can also put elephants in the sky plane but due to the vehicles not being designed for it they fall onto the plane and stay there, but the game still treats them as falling so as a result they're just stationary and can't drive, so no pirate battles in the sky on sandbox. Using the elephants to drive around the outer desert is pretty fun but also very L O U D
34
« on: June 09, 2020, 08:44:20 AM »
The ones I use at this point are mostly just band shirts from concerts I've been to like; or otherwise just solid colour. There is one with a cool cross section view of one of the Martian frigates from the Expanse I wanna get though.
35
« on: June 08, 2020, 05:39:51 PM »
‘It’s sad what ‘appened to that black geezer in America but all this rioting and looting is just not on mate’
is the face of the guy second from left photoshopped? his face looks too small for his head
36
« on: June 07, 2020, 06:05:10 PM »
I recently finished watching Silicon Valley, which is pretty good.
I started to watch The Clone Wars, but I hope it starts to get better soon before I give up on it. I'm in the middle of season 1.
I'd recommend using an episode guide for Clone Wars - the good stuff is well worth your time but the bad stuff is super bad, and the earlier seasons have a lot more of the bad than the later ones. The good thing is, the series is an anthology so you can (for the most part) just skip something if it's not interesting you. This is a pretty good viewing guide for Seasons 1-5.
37
« on: June 07, 2020, 06:02:32 PM »
Since Lockdown started I caught up with Man In the High Castle Season 4 ayy what did you think of it?
honestly things felt rushed and a lot of things felt unanswered
i liked the john smith storyline, but pretty much everything else was just flat out boring or frustrating to watch in how nothing really happened. The ending was a giant "fuck you" it felt like.
38
« on: June 07, 2020, 02:49:24 PM »
Since Lockdown started I caught up with Man In the High Castle Season 4, Walking Dead S9 (10 isn't on amazon yet rip) and Better Call Saul S5 and did another rewatch of a good chunk of Doctor Who. More recently I've just done rewatches of Breaking Bad/ Better Call Saul and I'm now on my yearly rewatch of The Expanse.
39
« on: June 05, 2020, 12:48:07 PM »
I've been meaning to get round to checking out King Crimson. I see it discussed a lot in the same general space as a lot of the other stuff I listen to.
41
« on: May 29, 2020, 09:57:42 AM »
flee it's ok I shall continue fighting the good fight against the anime scourge
42
« on: May 29, 2020, 09:56:59 AM »
I was supposed to finish uni roundabout now and graduate in july but 2020 said nope
Have some potential placement opportunities in some Unreal Engine VR dev stuff that I might have a chance of getting which is keeping me hopeful.
43
« on: May 27, 2020, 03:51:42 PM »
For my field (3D art/ games), there's a lot of debate over whether it's worth your time because most of what you learn on such courses you can learn with YouTube or industry subscriptions like Gnomon Workshop/ Artstation Pro which are pretty valuable resources and I tend to agree on that one - everyone on my course who has done well are the people who spend a lot of time learning online without the help of tutors and who don't rely on lecturers to teach everything.
What I've found valuable though in my course was the fact that the university was able to give me access to PCs and software I would never have been able to get at home (Maya, Zbrush, Substance etc) and a lab building in which to do work (my room at home is too small for a PC to fit). That, plus being around a lot of people who wanna do the same stuff as me, events done for industry talks and such and all that kind of thing. While I don't doubt being at home I could learn the things I learned, being around people doing the same thing as me every day for the past three years has done wonders to boost and focus that learning into areas I would have never learned about otherwise. Most people start off in game art like "I wanna make guns" but eventually find out they're more into general hardsurface, character, VFX, material or environment production roles - a lot of areas are which you'd not learn about easily if just left to your own devices.
For my uni additionally, they do quite a few group projects where art, design, programming and animation guys have to work in a group project to make a game, during one of which I worked as the Lead Artist for my team, which meant a lot of learning how to organise and lead group projects on my end. A lot of the experience I gained working in those group assignments is the kind of thing I'd never have been able to get if I were working at home, and it's the stuff that I feel will probably be of massive benefit when I eventually do end up working in industry.
My case is kinda special in that I don't do a very academia subject (my degree has essentially just been semesters of being given a project and a deadline to do it, then just having weekly check-ins along the way to check progress) so I don't know if that kinda thing I just said is much applicable to more traditional study courses, but I know a lot of my friends in the games courses have felt the same way. The most valuable things we got out of uni were the resources and opportunities that we would never be able to get at home.
44
« on: May 27, 2020, 03:36:04 PM »
the hospital my parents work at has 0 corona patients in ICU and the lowest amount in general since this all started, to the point people are now going back to working in other departments because they're not needed, which is pretty nice
45
« on: May 27, 2020, 01:00:39 PM »
I will never understand the appeal because I find the tropes and especially their idea of "cute" as being viscerally disgusting. Had weeb friends in middle school/high school and I genuinely tried to like it, watched several shows and even read some manga since they pushed it onto me really hard. Instead of converting me like they wanted, it had the opposite effect and I went from not really caring to flat out hating anime. Also made me realize how fucked up Japanese culture is.
I kinda get this too, though probably not to the same extent.
Though I'm also just not a big cartoon person in general, the only one I'd say I'm genuinely a fan of is Clone Wars and even that is about 35% shit.
maybe give Legend of the Galactic Heroes a try
it's about space warfare, and it takes itself very seriously
i personally find it boring, but i think it has baconshelf written all over it
oh yeah I've had that one recommended a couple of times to me so I figure if I do watch anime that'll be it but on the other hand at this point I quite like just seeing how far I can take the "no anime" thing lmao
46
« on: May 27, 2020, 11:34:05 AM »
I will never understand the appeal because I find the tropes and especially their idea of "cute" as being viscerally disgusting. Had weeb friends in middle school/high school and I genuinely tried to like it, watched several shows and even read some manga since they pushed it onto me really hard. Instead of converting me like they wanted, it had the opposite effect and I went from not really caring to flat out hating anime. Also made me realize how fucked up Japanese culture is.
I kinda get this too, though probably not to the same extent. Though I'm also just not a big cartoon person in general, the only one I'd say I'm genuinely a fan of is Clone Wars and even that is about 35% shit.
47
« on: May 26, 2020, 08:10:30 PM »
Woah everyone's coming back these days
48
« on: May 18, 2020, 02:49:35 PM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly? Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers. New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?
So instead of focusing on making every facade ultra-realistic, you use today's graphics but increase asset count instead. More geometry, more object states. Artists would have a field day if they were told to create a whole city rather than just facades with no interiors.
do you actually have any idea what you're talking about
at all
or are you just saying words that sound cool
because it looks a lot like the latter
What is so confusing about what I said above?
More (level) geometry?
Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)
Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.
I'm genuinely confused as to the point you're trying to make here.
I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.
What you're trying to say makes no fucking sense.
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy. Which you interpreted as "make artists obsolete in game dev." But all I'm saying is - add details not through visual fidelity but through attention to detail and more world interactivity. Apparently this is too much to understand for a guy with 3 years of Unreal.
Artists already do attention to detail, and world interactivity is a programmer/ designer thing. all your examples have been saying instead of making facades make millions of highly detailed rooms instead as though the two tasks are in any way comparable
You're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances are
I guess I can see where you are coming from. Good graphics does not mean you will have shallow gameplay but these engine demos focus on VFX so much. I'd prefer demos like HL2 that highlighted new physics and gameplay features of the engine. Also, you'd be kidding yourself if you said that recreating a game like Minecraft in Unreal would be a piece of cake without reducing the polycount on everything. Realistic water tension with simulated leaves on trees and grass on the ground with particle effects with high-res textures and realistic player models in an Unreal-Craft would meme on the most powerful hardware of today. But if you reduce the visual fidelity, you would start getting closer to something that is at least runnable and has Minecraft features intact.
So these resources are not infinite and you will have to sacrifice some features to highlight others. Deus ex vs Invisible war for example. You got better lighting and higher poly models but gone are the open levels and fewer npcs and objects per map.
The industry right now is spending a lot of money and resources pushing Ray Tracing but how will this move the medium forward exactly aside from looking prettier? You are still playing with mechanics established a decade ago.
>demo aimed at industry artists >for showcasing art stuff >wtf why doesn't it show off physics
lol
I couldn't find the physics demo, so this is the UE5 engine demo. Yeah it looks amazing, but good luck utilizing all that while also having a game in there and not running your metal at hotter-than-sun temps. I'll wait for the tech demo before I cum.
My original point is highlighted at the UE5 front page
We’ve just released a first look at Unreal Engine 5. One of our goals in this next generation is to achieve photorealism on par with movie CG and real life, and put it within practical reach of development teams of all sizes through highly productive tools and content libraries. They are leading with visuals but my wish is for a shift from this photorealism race to a race of game simulation realism. Can you have your cake and eat it too? Not with current hardware, something has to give and I doubt it will be the visuals. You'll get your gorgeous but empty Anthems and your dazzling Battlefield 1s that look better but play just like their predecessor from the time of X360.
It's literally the first time they're showing off the engine, they have an entire year to show off more stuff
49
« on: May 18, 2020, 11:26:35 AM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly? Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers. New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?
So instead of focusing on making every facade ultra-realistic, you use today's graphics but increase asset count instead. More geometry, more object states. Artists would have a field day if they were told to create a whole city rather than just facades with no interiors.
do you actually have any idea what you're talking about
at all
or are you just saying words that sound cool
because it looks a lot like the latter
What is so confusing about what I said above?
More (level) geometry?
Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)
Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.
I'm genuinely confused as to the point you're trying to make here.
I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.
What you're trying to say makes no fucking sense.
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy. Which you interpreted as "make artists obsolete in game dev." But all I'm saying is - add details not through visual fidelity but through attention to detail and more world interactivity. Apparently this is too much to understand for a guy with 3 years of Unreal.
Artists already do attention to detail, and world interactivity is a programmer/ designer thing. all your examples have been saying instead of making facades make millions of highly detailed rooms instead as though the two tasks are in any way comparable
You're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances are
I guess I can see where you are coming from. Good graphics does not mean you will have shallow gameplay but these engine demos focus on VFX so much. I'd prefer demos like HL2 that highlighted new physics and gameplay features of the engine. Also, you'd be kidding yourself if you said that recreating a game like Minecraft in Unreal would be a piece of cake without reducing the polycount on everything. Realistic water tension with simulated leaves on trees and grass on the ground with particle effects with high-res textures and realistic player models in an Unreal-Craft would meme on the most powerful hardware of today. But if you reduce the visual fidelity, you would start getting closer to something that is at least runnable and has Minecraft features intact.
So these resources are not infinite and you will have to sacrifice some features to highlight others. Deus ex vs Invisible war for example. You got better lighting and higher poly models but gone are the open levels and fewer npcs and objects per map.
The industry right now is spending a lot of money and resources pushing Ray Tracing but how will this move the medium forward exactly aside from looking prettier? You are still playing with mechanics established a decade ago.
>demo aimed at industry artists >for showcasing art stuff >wtf why doesn't it show off physics lol
50
« on: May 18, 2020, 02:40:11 AM »
this is the only community where i've ever heard anything about 40K, and it's always been hugely popular on bnet
always found that kind of odd (not like i don't see the crossover appeal, or anything, but still)
I think it just depends on the circles you're in. It's a pretty frequent topic in any sorts of science fiction discussion areas on the internet. Same kinda areas as your Star Wars/ Halo/ BSG discussion etc. You don't strike me as the kinda person to be hanging out on a forum dedicated to that sorta thing, so I can see why it wouldn't be popping up much.
51
« on: May 17, 2020, 01:04:48 PM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly? Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers. New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?
So instead of focusing on making every facade ultra-realistic, you use today's graphics but increase asset count instead. More geometry, more object states. Artists would have a field day if they were told to create a whole city rather than just facades with no interiors.
do you actually have any idea what you're talking about
at all
or are you just saying words that sound cool
because it looks a lot like the latter
What is so confusing about what I said above?
More (level) geometry?
Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)
Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.
I'm genuinely confused as to the point you're trying to make here.
I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.
What you're trying to say makes no fucking sense.
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy. Which you interpreted as "make artists obsolete in game dev." But all I'm saying is - add details not through visual fidelity but through attention to detail and more world interactivity. Apparently this is too much to understand for a guy with 3 years of Unreal.
Artists already do attention to detail, and world interactivity is a programmer/ designer thing. all your examples have been saying instead of making facades make millions of highly detailed rooms instead as though the two tasks are in any way comparable You're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances are
52
« on: May 17, 2020, 11:18:31 AM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly? Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers. New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?
So instead of focusing on making every facade ultra-realistic, you use today's graphics but increase asset count instead. More geometry, more object states. Artists would have a field day if they were told to create a whole city rather than just facades with no interiors.
do you actually have any idea what you're talking about
at all
or are you just saying words that sound cool
because it looks a lot like the latter
What is so confusing about what I said above?
More (level) geometry?
Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)
Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.
I'm genuinely confused as to the point you're trying to make here. I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works. What you're trying to say makes no fucking sense.
53
« on: May 17, 2020, 09:03:21 AM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly? Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers. New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?
So instead of focusing on making every facade ultra-realistic, you use today's graphics but increase asset count instead. More geometry, more object states. Artists would have a field day if they were told to create a whole city rather than just facades with no interiors.
do you actually have any idea what you're talking about at all or are you just saying words that sound cool because it looks a lot like the latter
54
« on: May 17, 2020, 08:31:45 AM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly? Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers. New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?
55
« on: May 17, 2020, 06:35:52 AM »
Also this bit triggers me
When hardware has to compensate for unoptimized games
This is a stupid thing to say because of how it ignores the entire thing they're showing off - which is the ability to run extremely high poly budgets. No one is realistically going to actually do this.
56
« on: May 17, 2020, 06:33:21 AM »
Also lmao 3D model files are tiny. Even one with over a million tris is probably a couple megabytes. The thing that eats up space is textures, which is why you tend to use lots of smaller maps than one big one
I mean i still wouldn't want to use a raw exported model from Zbrush anyway because they're just unwieldly (most 3D packages aren't really built to handle massively high polycounts), but you guys are really overreacting the impact a model alone has on game file size. Plus all your standard texture software is built on the idea of using a high poly -> low poly bake workflow (Substance needs curvature, thickness, height, position, world normal and object normal maps to even function), and if you have a normal map you can channel pack two other maps into the B and A channels of the texture so for ease of use it's not like the standard workflow is going anywhere. You guys are just missing the point of a tech demo aimed at the people who will actually be using the thing then complaining about things the demo is literally not intended to address lmao
t. works with this shit every day
57
« on: May 17, 2020, 06:29:56 AM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly? Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers. New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
58
« on: May 16, 2020, 08:38:44 PM »
The dead speak!
59
« on: May 11, 2020, 06:57:49 PM »
The Plane Scene makes 2012 god-tier by default.
60
« on: May 10, 2020, 04:38:53 PM »
Kinda surprised in the apparent lack of interest in Control here.
Honestly this thread was the first time I'd heard about it. So I don't really have anything to say on it for better or worse.
It's heavily inspired by the SCP Foundation, and I seem to recall a lot of Bnet people being into that stuff.
Not necessarily you, I guess, but yeah.
That sounds pretty awesome actually, I might have a look into it.
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