Showing off my game's current artstyle. It uses a robust edge detection algorithm with the difference of gaussians to get really thin detail lines. Shadow volumes are used for pixel perfect shadows as well. What do you think?
What sunrise, midday, and sunset look like with my custom stylized graphics! Shadow volumes, robust edge detection, and a procedural skybox/cloud system is at work. Let me know what you think!
Old School Hypnotic Techno Mix (1991 - 2005) [Mix by me]
y2k futurism inspired techno mix by me!
Nighttime Deep House Mix (1991 - 2001) [Mix Monday]
Nighttime Deep House Mix (1991 - 2001) [MIX]
Old School Deep House, Downtempo, and Chillout Mix (1992 - 2004)
y2k-Inspired Deep House, Downtempo, and Chillout Mix (1992 - 2004)
Could you send me your best Deep house mixes
Weekly Mix Feedback Thread - January 06, 2025
Old School Techno Mix (1991 - 2003)
Art studio at the 91st and 92nd floors of WTC1 & the B-Thing
Over the last few days, I've been working on a thin line edge detector to try and mimic Josan Gonzalez's artstyle, what do you think? It's not quite there yet, but I like the look more than standard edge detectors. You can see the difference in the comparison, as well as a full process breakdown :)
Updates to my moebius-style edge detector! It's now able to detect much more subtle thin edges with less noise. The top photo is standard edge detection, and the bottom is my own. The other photos are my edge detector with depth + normals applied too. If anyone would like a breakdown, just ask :)
I hate the look of inverted hull outlines, and I'm also not fully fond of depth+normals outlines, so I made an outline shader with the difference of gaussians! It pretty much edge detects anything - even shadows, and I like the more manga-esque style it makes. What do you think?
I'm making a parkour game where you can walk on walls and jump into "shadows" that you paint on the ground. Right now, I'm working on the graphics, what do you think? Shadows are shadow volumes, grass and clouds are shell textured, and godrays are faked using the depth buffer. It runs at 900 fps :)
Was playing around today and made this stylized grass. Uses shell texturing + noise sampling to create an infinite grass field at almost no performance hit
What do you think about this videogame character so far? Inspo comes from various fashion shows and the manga Blame!, as well as my mind :)
Been working on this effect for a few days now. It's a fully post-processing painting effect; no UVs, no lightmaps, no tris, just one shader. Points to draw are constructed with a quadtree and optimized heavily using rebalancing and node merging. It can run 1000s of nodes at over 300 fps :)
What's your opinion on this artstyle? Shadows are generated using pixel-perfect shadow volumes and then layered with textures onto the screen. Not sure if I should go for this look or maybe try a more halftone style like how my character is shaded. What do you think?
Would you play a game with movement like this? Trying to recreate a fast style similar to gunz. There's way more mechanics to add of course - just wanted some feedback if this flows well already.
How do You Feel About This Artstyle
Photos of my dad’s trip to the twins circa 1980
The kids in my family have never asked me about 9/11.
Primal Groupon Raid 837837594631