Texture Artists! How would you go about turning this photo I took into an evenly lit texture? It doesn't need to be tileable.
I know I can stretch it to be nice and straight, but then, how could I make the light more even? Is that even possible?
I know there are plenty of good (and probably free) wood textures, but for my project, I want everything to be handmade from scratch. I want to try at least. Either procedural, or from a photo like this.
I had been primarily using calckey.social the past while, (and some of the extra features their software adds are great) but they've been having frequent stability /usability issues that were making it hard to use, and Roni said I could set up here. I have nothing against the Firefish devs / admins on a personal level or anything, they seem quite nice from the bits we've interacted.
I'm also @Hawkwinter - but I'm mostly trying to stick to using that for art-related stuff.
I do 3d character stuff, 2d graphic design and cartography stuff. A bit of 2d character art. Tech/it stuff. Programming. Working on a Visual Novel in Ren'py. I'd like to figure out how to make VRChat and VTuber avatars.
Not currently accepting commissions, but I would probably like to in the future.
I like TTRPGs? Particularly GURPS, & heavily homebrewed D&D3.x with Eclipse. Also Rolemaster 4e. Played other stuff over the years but those ones are my favorites.
For entertainment, I like Wuxia, and Xianxia, and the Forgotten Realms, and Tolkien.
I'm interested in sustainable longterm architecture (to last centuries, not decades), science and tech, passive heating and cooling systems, and high-efficiency masonry woodstoves. 'Fancy-offgrid'. Regenerative agriculture and watershed management is neat too.
I occasionally read some philosophy. Nietzsche has a few neat ideas on individual self improvement, but the Tao te Ching has neat ideas on other stuff, like a few ideas on how a functional society would work. I'm not going to pretend to be a well-read philosophy student though.
In addition to regular social-media-ing, Gamedev-type stuff might get posted from here sometimes too? I'm really not sure.
Anyway, here's some misc examples of my work in different mediums / styles. The custom in-game menu screenshot is a WIP. I've been doing a good bit of reprogramming and extending things under the hood.
Been slacking posting more art here, so time for a teensy selection of an old generative/evolutionary system from 2014 (then used for my HOLO 2 magazine guest design). Originally written in Clojure, meanwhile ported to TypeScript & Zig, I've kept working on & experimenting with it ever since... 1000s of screenshots and 100s of versions to sift through. Loosely based on research done by Barricelli[1] since the early 1950s, conceptually and aesthetically it sits nicely between my C-SCAPE and De/Frag and has a similarly huge design space to explore (in some versions coupled with genetic programming to evolve cell replication rules)... There's a 1500 word draft blog post from back then too, which goes into more detail and history of this approach. Maybe its time to publish that one too at last... :)
Linear Memory (WIP), variations on a theme... exploring the terrain. Impressed by the resulting complexity, considering the simplicity of the system/setup...
As I am always struggling to remember how to get the noise I want in my procedural shaders in Blender, I have started to make screen captures of nodes and the corresponding result.
And I was wondering if it would be of some use to others. If so, I can create a repository with the screencaptures and a zip file with all of them. So git peoples will have everything sync with a command, and other people would download a zip.
Did some more brainstorming about a title for this project/piece and have settled on STRATA for now — these emerging structures/fragments very much remind me of them (rock strata and/or thin section microscopy) and the many folds & cross-stratifications observed on my hikes over the past few years have been a regular inspiration to keep working on this project...