Would you look at that! My thematically-inappropriate- as-always Christmas card to @laissezferre arrived only a month late this year XD. (I’d been expecting it to land closer to IDK, Easter - last year’s had taken forever to get to Hana - because who even knows how our postal service works anymore). I’d have happily continued drawing actor cards accompanied by horrible puns, only the Endurance’s discovery was probably the most exciting news to come out of last year and I had to do something about it. (Mind you, I’d planned on a bad pun centered on the name for when it finally landed, only it foiled my plans by arriving much earlier than anticipated).
Sakura Pigma Micron pens, fountain pen inks (Wearingeul World Literature Demian [Lost] and Yuyi Alfoncine), white Sakura Jelly Roll pen, and bleach on Daler Rowney smooth heavyweight paper (135lb). A5 size. I swear, Demian [Lost] is an insanely weird ink that changes hues as it pleases, you wouldn’t think it was all the same ink.
Visioni da Alessandro Gaziano
Tramite Flickr:
Visioni potenziate: creando immagini con l’AI. Continuo a sperimentare per il mio piacere. - Enhanced vision: creating images with AI. I continue to experiment for my own pleasure.
I'm going to Godot Con 2023 to talk about Stylized Rendering !
I am pleased to announce I'll be at Godot Con 2023 for a talk on stylized rendering and asset pipelines! You can watch it IN PERSON or online!
Making a stylized game is HARD, and there are plenty of hurdles. Not all of them are technical, and some are more linked to productions.
But make no mistake: stylized rendering is fundamentally hard and very technical due to the amount of control you need!
Where a regular render is like a photo (you control the composition, but not the laws of physics), stylized rendering forces you to add the local control of paintings into a rules based system.
What's the solution then ? Well, it's hard enough that I'm doing a PhD, but still...
There ARE ways to achieve a stylized game, but the hurdles can be complex. This is what I'll break down during the talk: what they are, how to take them into account in your plans, and potential solution.
We're going from the tech to the global production / staffing effects!
And here's the kicker, we'll apply what we've seen into how to make the most of it with a quick practical example of a game with a unique style, and how I built the rendering and tools pipeline for it !
I got the same rendering in game and in blender, and export is automatic!
This 20 minute talk strives to be accessible and to the point, so I won't go into the funny technical details of line extraction or particle-based rendering. I won't teach you "how to do this style", but more of "how to make a stylized game".
I actually have a blog where I write about these parts and other stylized rendering stuff, you can find it here along with my newsletter.
I actually have one last related thing to reveal during the coming weeks before the conference, so keep an eye out!
People seem to like the pupil dilation tech in my game for making creatures feel lifelike, a breakdown seems like a good first post!
Each creature uses a tiny sensor to catch light hitting the head, getting the perceived lightness with which to animate the pupil over time. Creatures also do things like constricting the pupils when threatened or opening them when surprised, with nocturnal creatures being more sensitive to the light sensor.
The eye currently jumps randomly. In the future I plan for characters to follow the most 'interesting' object as a real person might do, such as hands/faces, and newly perceived, fast moving, or loud objects.