people tell me "make the scene that works from the fixed angle then render it realtime" and
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RE: https://mastodon.gamedev.place/@eniko/116115487242931795
people tell me "make the scene that works from the fixed angle then render it realtime" and
i don't get it. it's so easy to throw around free premade assets and make a stunning scene in blender without worrying about it being "game-ready"
plus, i can do stuff like volumetric scattering in blender
i dunno, maybe i'm stupid but this way feels a lot easier to me
*and* produces an aesthetic that stands out. anyway, i like it and i'm going to be doing more in this style because i think it's cool -
RE: https://mastodon.gamedev.place/@eniko/116115487242931795
people tell me "make the scene that works from the fixed angle then render it realtime" and
i don't get it. it's so easy to throw around free premade assets and make a stunning scene in blender without worrying about it being "game-ready"
plus, i can do stuff like volumetric scattering in blender
i dunno, maybe i'm stupid but this way feels a lot easier to me
*and* produces an aesthetic that stands out. anyway, i like it and i'm going to be doing more in this style because i think it's coolmaking game ready assets is so fucking stressful. i love fucking around in blender with zero stress about finding out because none of it *ever* has to get imported into a real 3d engine
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RE: https://mastodon.gamedev.place/@eniko/116115487242931795
people tell me "make the scene that works from the fixed angle then render it realtime" and
i don't get it. it's so easy to throw around free premade assets and make a stunning scene in blender without worrying about it being "game-ready"
plus, i can do stuff like volumetric scattering in blender
i dunno, maybe i'm stupid but this way feels a lot easier to me
*and* produces an aesthetic that stands out. anyway, i like it and i'm going to be doing more in this style because i think it's cool@eniko you're not stupid, it *is* cool
I would hazard a guess that most people flinch away from what feels like (and is!) a restriction of what can be expressed with a strategy like this, but I think it's neat if you're willing to accept that kind of constraint and let it sharpen your intentions
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making game ready assets is so fucking stressful. i love fucking around in blender with zero stress about finding out because none of it *ever* has to get imported into a real 3d engine
also if you prerender you can pull that shit into photoshop and go to town on it in a way that you just can't with realtime rendering
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also if you prerender you can pull that shit into photoshop and go to town on it in a way that you just can't with realtime rendering
@eniko I was thinking: nearly every gameready asset is at least partly prerendered. That's what a normal map is! That's what a texture is!
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also if you prerender you can pull that shit into photoshop and go to town on it in a way that you just can't with realtime rendering
@eniko TBH while it looks really cool this is the part where folks get reluctant, I think. Because once you start painting over the render it becomes a massive amount of effort to iterate on the result. (i.e, "This rock looks bad here, let's move it" quickly becomes a multi-day task.)
Which may or may not be an issue for you! But there are definite disadvantages to baked data.
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@eniko TBH while it looks really cool this is the part where folks get reluctant, I think. Because once you start painting over the render it becomes a massive amount of effort to iterate on the result. (i.e, "This rock looks bad here, let's move it" quickly becomes a multi-day task.)
Which may or may not be an issue for you! But there are definite disadvantages to baked data.
@eniko (This is the real reason AAA gets excited about RTX, as well. Yes you _can_ bake lighting, but the artist experience of baked lighting _sucks_.)
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undefined oblomov@sociale.network shared this topic
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also if you prerender you can pull that shit into photoshop and go to town on it in a way that you just can't with realtime rendering
@eniko there was an interesting video critic of the remastered edition of Abe's Oddysee that made that point (along others; it pointed out several flaws in the remake and the mixed 3D/hand painted art style of the original vs the plain 3D of the remake was only one of the issues)