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๐Ÿงต Untitled Thread

Anonymous 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

๐Ÿ—‘๏ธ Anonymous No. 1009596

>>1009593
Whats the point of you chopping off your dick and taking estrogen tranny?

Anonymous 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 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 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 No. 1009752

>>1009593
> I can't make realistic graphics

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Anonymous 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 No. 1009830

>>1009593
>why do people like the most the shit i can't do

Anonymous 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 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.

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Anonymous No. 1010240

>Low Fidelity shit
>Trannyslop

>Realistic shit
>Boring

>Anime shit
>Low hanging fruit

>Orcy Borky shit
>Based

>Renaissance shit
>OOOOOMGOOD ITS BAAAASED

Who gives a fuck?
Just make what you want.
Make what you want.
Make what you want.
Make what you want.
Make what you want.
And get good at it.

Anonymous No. 1010242

>>1010240
Low hanging trannyslop is my jazz.

Anonymous No. 1010431

literally every indie game does style over technical/artistic merit
nobody giving a shit is a big motivator

Anonymous No. 1010433

>>1009593
It's because the physics of how light behaves are closely linked to anything that is 3-dimensional.
>>1009615
To go beyond photo-realism you first have to reach it and then go beyond it. There's a reason why all cgi animation is done with path traced renderers. Reflections, refraction, diffuse and specular effects, subsurface scattering and depth of field are inherent to 3D spaces.
The only exception is if you want to emulate 2D art, but that's harder not easier to get right.

Anonymous No. 1010434

>>1009593
>nobodys gonna zoom in
and then someone does
posts it online
and then everybody does it.

Anonymous No. 1010439

>>1010240
What's Orcy Borky shit?

Anonymous No. 1010447

Stylized graphics is the first to get replaced by AI slop and stylized is already "cheaper" graphics.

Anonymous No. 1010456

>>1010447
Look at it this way: there's only one photorealism and there are infinite possible stylizations.

Anonymous No. 1010540

>>1009593
>I do not understand why people do thing therefore they are stupid
Take your fucking autism pills

Anonymous No. 1010541

>>1009752
>>1009830
I remember when this board opened and we all knew we had a month tops before all the video game retards convinced they could just swooce right in and lecture the rest of us swarmed in like locusts. We were lucky it took two months.

Anonymous No. 1010548

>>1010447
>Stylized graphics is the first to get replaced by AI slop
Factually untrue, photorealistic base models came out at the same time. The only advantage anime had was because so much of those models were trained directly off of boorus using the god-awful booru tags for captioning (and I say this as someone who runs TWO boorus). By all means keep yapping like you're an expert on things because they make sense in your empty fucking head.

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the chair nerd No. 1010563

>>1010541
Lately I've been having the same feeling of dissociation everywhere I go online. We've all been consuming algorithmically fed content for too long and everyone just feels like a bot spewing the same fucking opinions everywhere. The sense of discovery and collaboration is dead on the internet and even for trolls like me it now seems that fucking with automatons is no longer worth it.

Anonymous No. 1010675

>>1009593
>nobodys gonna zoom in and say "oh my that water has fake caustics!!"
DF do this for a living