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julesndcomputer.bsky.social
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j'allais dire ça aussi, si des gens sont intéressé par des sources il y a ces deux études que j'ai trouver sur le sujet, pubmed.ncbi.nlm.nih.gov/32282346/ pubmed.ncbi.nlm.nih.gov/35034167/
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wait what's going on ?
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Turns out texture filtering was the culprit
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my main gripe with the hatching is it's scale/ i find it to be too thick
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yeah, the hatching part isn't even close to being done, i might try and play around with using the scene normal to warp the hatching and maybe try and make the hatching procedural (and not a texture), haven't tried adding motion yet, and the end goal probably will be an isometric 3d type of look
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the blogpost being : panthavma.com/articles/god...
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watch me take a hammer and break down the hard drive of that so called "immortal" being, on another note this is fucked up on so many levels
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I did have a great bday, and i'm always happy to support you two, Always raining here really had a formative impact on me when it comes to being there and being patient for others. (please disregard the transmetropolitan collection, warren ellis sucks afaik)
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that's exactly why i wear combat boots(old french army boots, not the modern crossbreed ofrunning and safety shoes) , even when riding a bicycle, i've got flexible ankles and it's prevented a lot of injuries, best way i offset it is via walking barefoot when at home and active stretching
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a fully wooden mallet
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my support of her wasn't because fuck bungie, but because fuck stealing art from artist without even asking them, like, i was hyped for marathon, but now i'm not because this is just bad practice, they couldn't ,in a multiple year long dev process, find 30 minutes to write an email ?
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hey @404media.co i don't know if you've seen this but given your mission and lately the game industry related stories, this could be an interesting story ?
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bungie is of course not obligated to hire me when making a game that draws overwhelmingly from the same design language i have refined for the last decade, but clearly my work was good enough to pillage for ideas and plaster all over their game without pay or attribution.
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Wasn't it an adaptation of the "be like water, my friend" quote from Bruce lee, which take it's root in the tao te ching with the quote"Water is fluid, soft, and yielding. But water will wear away rock, which is rigid and cannot yield"
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pompeii ? the road style is giving roman vibes
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a way you can also find the lists your on is via this clearsky.app
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wait so it render morphine innefective in a "short" term fashion ? that's kind of fucked up and i ABSOLUTELY can't see how that would go wrong
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what you guy's need are industrial/chemical engineer to make a handy dandy guidebook as to what would make sense i think
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yeah, it doesn't remove the fact it's slavery
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can you break down the calculation ? i don't get it
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like, the art is deligthfull and it explain what goes on
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this just unlocked a core memory of a book i had as a kid, this book with pop up/moving parts and talking about construction sites and all, it was fucking great
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another game series that does it well is the og stalker serie, where the ai is less dumb and their "innacuracy" is lessened with difficulty increase, but a headshot's still a headshot
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in the witcher 3 you end up being on par with enemies, but you've earnt it, but you also can play the game for the story alone and make fighting easier , horizon zero dawn is just : weaker weapon, tankier and harder hitting enemies all the way it feels like
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either via an option driven system or from a mechanically driven game, tho both are harder to make properly (a bad example is horizon zero dawn difficulty, a good one is the witcher 3)
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that's something i both fully agree with and also feel meh about, like yes game should be for cool people and not gamers, but i feel like game can be challenging while being accessible, i miss the games where you had a "just here for the story" and a "i'm gonna fuck you up" setting
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i mean there's some solid advice in there
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remind me a bit of the lfo in eureka seven, like the nirvash type zero (the pink/red bumps behind are the cockpit) or the Terminus B303 (or most other LFO)
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here's an interview with one of the lead artist on titanfall www.youtube.com/watch?v=PWgB...
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tbh, this and the data knife in titanfall are two great piece of sci fi gear where it's a weapon and a tool(and with how titanfalls art was made (operators and mechs where first made as miniatures with greeble before having a 3d scan and being used as a modeling ref) there probably exist a tiny one)
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Is that connector at the bottom center a ref to the data spike in RoboCop?
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Well thank you! I'll say that I can't take credit, it's something I saw a few other folks do like www.artstation.com/artwork/rJD4RG I liked how having a character grounded to the scene and scaled appropriately added a lot more context and presence to the material and tried out my own version
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crazy how even something like a portfolio can still teach you things, i'd never have thought of having a size reference next to procedural materials to have a sense of scale so thanks you for sharing it and wishing you the best of luck with finding work