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Gagangrene
im the potion seller of art and my potions are too strong for you.
https://bsky.app/profile/gagangrene.newgrounds.com

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Joined on 10/5/15

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Gagangrene's News

Posted by Gagangrene - November 21st, 2019


End result

Here's what the fun box looked like in the end:

iu_71481_5523965.jpg

iu_71482_5523965.jpg

We got 3rd place.


Unfortunately this kinda felt like an end-of-the-year-post-finals school project, made with no passion or even a feeling of consequence. Despite 3rd place, I'm not particularly proud of it.


Day 2:

I walked into our room, and was immediately greeted with the scent and sight of acrylic paint. FINALLY: Something to do. We spent three hours of the day decorating the box. I painted the toothy maw and the mosquito. There wasn't any considerable substance to this day, though I learned why we paint acrylic on canvas and not cardboard: It has a tendency to flake off smooth surfaces. Also yellow and purple mix into a nice crimson color that you can see a bit on the outer edge of the maw, but I couldn't make it very bright because of the aforementioned limitations of cardboard and acrylic.

iu_71483_5523965.jpgiu_71484_5523965.jpg

Also, I didn't make it, but I do think the shark is pretty.

While this day was the most enjoyable for me, We ended it with a problem: We still had nothing to put in the box. I took it upon myself to tape some thread tightly around the insides of the spider segment at the end of the day, and the rest of the group members said they would bring gummy worms and grapefruits tomorrow, and the day was over then.


Day 3:

Dawn of the final day

My team members did in fact bring a Grapefruit, PAM cooking oil spray, Silly String, Gummy Bears, and a stress ball. Your mind will refuse to imagine the scent of them all together. I didn't really do anything involving the mystery materials, or closing the box up once they were inside.

Instead, there was a less gross issue that wasn't being dealt with: We couldn't be with the box to present it, so we needed a little printed document near the box to make absolutely sure people would stick their hands into the box. They said I should make it in Google Docs. These are graphic design students? Telling me to work in Google Docs? So I walked over to the nearest 2k dollar computer and made a single page informing students to reach into the box with their sleeves rolled up and to wash their hands after. I printed it, and that was the end of things. There was nothing else to do, or at least that's what the group communicated. I spent another half an hour to myself, typing this up. Also Newgrounds, I love you, but please don't save blogs but then erase everything when I have an image in it. Again, we got 3rd place. Wooooo.


Uh.


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Posted by Gagangrene - November 18th, 2019


The prompt for our Warren Tech fall 8-hour creative jam, an extension of the idea of a game jam, is announced: "What are you afraid of?" I'm a novice technical artist for games, dealing mostly in the intangible. The other 6 teammates are from graphic design, none of which I'm very familiar with, who deal mostly in the tangible. I'm getting some red flags when these teammates are talking back and forth about food or something, while our announcer explains the rules and eventually the aforementioned prompt.


More red flags as at least 3 of our teammates are clueless to what the announcer just said as we leave the room. For the first 30 minutes, we start trying to come up with an idea. I start by asking everyone the obvious question, "What are you afraid of." I hear spiders three times, needles, rejection, the dark, and I myself say "lost." The next question, "how do we present these ideas?" The idea I have is to make a forest, grimly lit, the trees are spider legs, and perhaps you would navigate through it all through Sketchfab. However this idea wasn't very inclusive and also would overburden me as the only one who could do computer-3D. Another idea was a dream catcher of horror. Not necessarily creative, possibly assimilative, but it would at least let us all put something into it. This idea was thrown out though, because we didn't think we had the resources to do so. Decidedly very okay. However, the idea we settled on, with also the least time spent discussing, was a box of ambiguous insides that you would reach into. This has the same limitation as the last suggestion, but I was sick of sitting on a carpet floor so I just said "okay."


The next step was to make the box. we didn't actually have a cardboard box to work with, so instead we had to use some uniquely thick paper-ish material. Cutting it all apart took about 3 pairs of hands, but I wasn't very keen on it out of the seven of us, so I waited. This is a re-occurring and constant theme for the rest of the day, only breaking for a moment when I get the opportunity to cut a hole in the top of the box. Then back to the rest of the day. I just sat around and watched. The box was also spray-painted, but I didn't really participate in that either, because again it didn't demand all hands on deck. 45 minutes before "class" got out for the day, we were done with the box. Then the next course of action was to... sit around and do nothing. Poking around on my phone and showing a funny pufferfish video was tempting, but I suppressed the urge, again doing nothing. A mentor comes in and reminds us that we've got thousands of dollars worth of equipment and work blogs like this one,and we just head over to our home rooms to write these blogs.


Uh.


Posted by Gagangrene - November 3rd, 2019


I plan on doing this more frequently.


So for the past 3-4 weeks I've been learning how to use Shader Nodes in Blender to make more efficient materials, and assets for a Unity game.


iu_66687_5523965.jpg


This is the code for a burlap texture I made on my own.


So I started learning this on I think... The 7th, Monday the 7th of October?

H2} Day 1, I was looking at my Game Development teacher's work.

One of the things he was showing off was a set of nodes in Unreal that distorted his wood texture in a certain pattern so that the texture stopped and started as if the wood texture was several boards. I thought: That looks cool, I should do that! So I did. Or at least, I tried.


I already had a wood texture:


iu_66689_5523965.jpg


And I had seen an image of the boards as different shades of grey in the graph, and I tried to mimic that with the red channel in this image that I'm going to call the offset (The other channels have been hidden for clarity):


iu_66688_5523965.png


I knew I needed a second texture node, a texture coordinate node, and an RGB separator node, and thought I needed a mapping node, but had not a clue where to go from there. I was getting something similar to this:


iu_66690_5523965.jpg


I didn't really know what I was looking at, although it looked like a broad approximation of what I was going for. I couldn't understand it any further, so I went to my teacher for help. The two big issues were that I was using the wrong nodes for math: 


the mapping node was vestigial, when I was making this and also now in my burlap code, as I have only have only recently found. Instead I needed a vector math node for the red channel to modify the UV, and also could use a scalar math node to multiply the red channel to increase/decrease the offset to my liking.

I had my image's texture set to linearly interpolate color between pixels, combined with a minuscule image size of 16x16, which is why all the rectangles in here were so round around the edges.

I was feeding my wood texture a red channel for a UV. Not exactly sure why the material responds to the problem like this, but textures seem to only like to be fed UV coordinates.


Anyways, me and my teacher fixed this problem. Firstly, a vector math node was implemented. Instead of feeding the red channel directly into the texture, we'd feed it into an "add" vector node with the UV, and use the output of that for the texture. We also changed the offset texture's interpolation to "nearest," which made it's effects hard and integer-ish, as intended. The results aren't as obvious, but hopefully you can still see them:


iu_66692_5523965.jpg


Next, I wanted to make a brick texture.

This time on the 8th and 9th of October.

I started with a similar approach. First, I made my brick texture in Photoshop, like this, though it did look a little different at first and also had a supplementary normal map:


iu_66691_5523965.jpg


Next, I made a miniscule square offset image with two different tones separated equally on the top and bottom. I tried to get the offset to loop once for every two bricks, and have it offset every other brick twice as much. I was stumped when I found the UVs were unitary instead of pixel based, meaning that the UV would fit a square as equally as it would fit this rectangle of a brick. I wanted to find a way to scale the UV on one axis with nodes so I could fix this issue, but didn't yet understand how so I went to my teacher again. Unfortunately this was about the end of the day so I didn't get the answer until tomorrow. The next day, we designed an even-odd function so that every other unit integer would be offset by a half a unit to the right.


However, the greatest thing I've made so far is this aforementioned burlap texture:


iu_66693_5523965.jpg


And all with these 3 textures no less, THESE ARE THE ACTUAL SIZE.

iu_66695_5523965.pngiu_66694_5523965.pngiu_66696_5523965.png


By default, the burlap pad's UV is just one big square that stretches to each corner of the unit. The shader scales the UV up by 64, inversely scaling down the texture to 1/64²th of the size of the burlap pad. It loops of course, so this itself isn't an issue. HOWEVER, this alone does make the material appear awfully grid-like, and that's not to be desired.


So next, I made the weird greenish-yellowish image on the left. It's not fed the rescaling nodes like the burlap texture is, so it's 1:1 with the UV still. It's green channel is used to distort the UVs further, as well as adjust the saturation of the texture. The red channel affects the value, which is what creates that gross stain in the middle. This combined, I think, does a good job of shrouding the mundane-ness of the actual burlap texture.


The next week and a half was spent putting these textures and shaders onto some modular assets in blender for the Unity game, nothing very interesting.

I did have to spend a bit of time trying to figure out how I needed to scale the UVs so that the mortar of my brick texture started and ended nicely, that the assets looped in multiple directions, and that the materials weren't stretched at all. Scaling all the individual vertical faces by 11/12 (The 11 comes from the height of the wall, the 12 comes from a 6 and a 2 in the scaling in the shader nodes), and then scaling them again when it's the inside of a doorframe and 11/12 doesn't fit properly. fun stuff.


Getting them into Unity on the week of Halloween gets interesting again.

Unity doesn't come with a shader graph by default, instead with an addon shader graph package. I get that into Unity. After reading a bit of the documentation on the shader graph, I make a shader with it. Immediately, there's a red error symbol next to the master node saying that the shader's "not compatible with the current render pipeline," and I ignore it, and try to make a simple shader anyways. Then I give a material the shader, and the material appears as pure, blazing magenta. Okay, so I guess I need to fix this error now, it's not because it's missing something inside the shader itself.

So I start asking the programmers for our game, the most experienced with Unity, "Do you know what a render pipeline is?"

"No."

Okay, time to learn about render pipelines, here we go!

Unity's documentation starts to get disheveled at this point, linking to pages that don't currently exist and only ever speaking as if trying to sell me something. Eventually I figure out that I need the lightweight render pipeline addon to use the shader graph. I get that. Nothing happens of course. The document I'm looking assumes I've already done a few steps that I didn't, and it gets me no-where. Then the weekend comes, and my eyes are just kinda cleared with nothingness as I take a break from Unity. I come back, and start digging through the documents with searches instead of links. FINALLY, some answers are in sight. Apparently I needed to make a Render Pipeline asset, and then get the project's graphics settings to reference that asset when considering rendering, and only then would the custom shaders I made even render properly. Once I got that sorted out, I could finally get bricks completely into Unity. I don't actually have pictures for any of this because I'm writing this away from the work computer, sorry.


Also, I don't really know how to end this. I intend to post these blogs more frequently on a weekly basis, though not nearly as long as this. See you next time, I guess.


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Posted by Gagangrene - October 8th, 2019


Check this out, since it's part of a set and I don't want to dedicate a single artwork to it.

iu_60495_5523965.jpg


Posted by Gagangrene - April 20th, 2019


I expected the Vile engineer to beat all of my 2019 posts on day 1. It's the worst performing one yet. I feel humbled.


Posted by Gagangrene - August 6th, 2018


I'm going to start posting here. Lets see how this goes.5523965_153359796423_Chryssi2.png