๐งต Untitled Thread
Anonymous at Wed, 19 Mar 2025 00:30:52 UTC No. 1009593
Whats the point of making realistic graphics? nobodys gonna zoom in and say "oh my that water has fake caustics!!"
Takes so much time and resources for heck nobody gives 2 shit about, might as well make it stylized with distinctive features
Anonymous at Wed, 19 Mar 2025 01:22:50 UTC No. 1009596
>>1009593
Whats the point of you chopping off your dick and taking estrogen tranny?
Anonymous at Wed, 19 Mar 2025 02:50:35 UTC No. 1009600
>>1009593
It's what the average investor and normalfag find the most appealing. I don't personally care what style people use to make their shit, I just want to see cool ideas because even most stylized stuff these days is boring.
>>1009596
That's a good question, anon. Why don't you use some of your personal experience to educate us?
Anonymous at Wed, 19 Mar 2025 07:25:25 UTC No. 1009615
>>1009593
My biggest complain towards photorealism is: it looks just like normal ass world. What I really want from computer graphics is hyperreal, surreal, otherworldly, mind-blowing, phenomenal, breathtaking, stupendous, unbelievable, spectacular, astonishing, unparalleled, incomparable, beyond compare, singular, rare, alien-like, cosmic, extraterrestrial, surreal, space-age, heavenly, divine, delectable, mouthwatering. But, when you look at it in a more technical way, you can do whatever fantasy you want with PBR rendering techniques, you just have to learn the ways to create PBR textures of something that doesn't exists. And this is quite a problem sometimes actually. While I can generate decent PBR masonry with all kinds of maps in Material Maker and such, with photorealistic foliage of non-existant plants I'm quite lost. I guess the best bet here is to micromodel it in 3d and render sprites from there, and use those as billboards afterwise.
Anonymous at Wed, 19 Mar 2025 16:33:53 UTC No. 1009652
>>1009593
Really depends on how you want to convey your story, really. Realism can be useful for depicting stories that you feel requires a distinct focus on immersion or groundedness. Some try to mix realism and stylization to try to get the best of both worlds, though this requires a good amount of artistic know-how to make sure it still looks good. Not everyone can be Tintin.
the chair nerd at Thu, 20 Mar 2025 13:51:30 UTC No. 1009752
>>1009593
> I can't make realistic graphics
Anonymous at Fri, 21 Mar 2025 01:07:28 UTC No. 1009813
>>1009593
Even if your audience isn't actively looking for it, even subtle errors in executing a photorealistic style WILL be picked up on, even if they can't articulate why. It will look "off" to them.
This doesn't just apply to photorealism, it belongs to any artstyle you choose to make. If you deviate from the rules and expectations of your chosen artstyle, it will be noticed. And hey, maybe that's deliberate.
Anonymous at Fri, 21 Mar 2025 11:01:37 UTC No. 1009830
>>1009593
>why do people like the most the shit i can't do
Anonymous at Sat, 22 Mar 2025 19:54:30 UTC No. 1009908
>>1009593
Realism is what remains after a swipe from the creative void.
There's nothing left, creatively wise, in this industry than mediocre people who only can copy reality.
Anonymous at Sat, 22 Mar 2025 20:51:10 UTC No. 1009911
>>1009908
After discovering smooth normals by angle modifier in later Blender versions I honestly think this is a whole new genre of lowpoly. That's my rec for tonight.