how games animate almost everything

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"... And came across this really beautiful waterfall..."
*Looking at a sh*tty png rolling down a wall*
Almost every day i am reminded that the average consumer will praise anything if you put a few crappy effects onto it...
Genshin be looking like a ps2 game in a lot of areas, but all the mindless consumer can think is usually nothing beyond "It HaS pRetTy GrAsS, aNd SParKlEss!!!11!1" (same as every other game nowadays)

I shudder to imagine what this guys other video, titled "Why genshin is an artistic and technical masterpiece", i see in the recommendations to the right will be like...
I don't think i could handle that level of bullsh*t...
Praising a game like genshin, with the graphical and technical prowess of a potato, is borderline insanity...
And i'm saying this as someone who loves simple graphics. The more you can achieve with less effort, the better. I *hate* glorification of sub-par quality though, especially when those games (or any product) set standards for years to come...
(And i'm not talking about the gacha at all)

And before someone calls me a hater because they can't accept that not everyone agrees with them: This was a random recommendation and i gave it a chance, simple as that. I'm just using the comments to, you know, comment on the content i just watched... The reason the comments exist...
Mindless defenders sure like to forget that, so i'll try calling it out in advance this time.

schnek
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One of the most important things I've ever learned in animation is K.I.S.S. aka "Keep It Simple, Stupid"
The best way of doing anything with any level of complexity is to break it down into small, simple parts that are easy to understand and implement. It's much simpler to animate 2 scrolling textures with tweens instead of making a complex fire animation frame-by-frame. This mentality needs to be fully embodied in every aspect of your project in order for you to get anything done efficiently and effectively.

Same goes for character animation. We don't animate a full detailed pose 24 times a second frame by frame, that'd be dumb and complicated. Too many factors to consider at once, it'd be nearly impossible to get everything right on the first go. Instead, we get the most basic poses across to make sure the poses work in the first place (we're talking usually less than 10 frames total), then slowly but surely flesh out the poses limb by limb one at a time, add in details and animate them one by one, until EVENTUALLY we get a fully completed animation. It might sound like it takes a long time, but this is actually much faster than the alternative.

AlphaSeagull
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"Favorite Gambling Game" 🤣🤣🤣

Exiide
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i remember doing that animation in blender, to do river/waterfall part you need to use Voronoi texture, then add some magic with ramps etc, and animate by moving texture's location by using mapping note. To animate splashes of the waterfall you can use the same voronoi texture, but add some distortion to it and use half of the sphere, so it would be visible
Edit: remembered that it was from tutorial i saw by Kristof Dedene

oakleaves
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FX in video game are very interesting and simple but also looks so amazing, Thanks for this cool video

PrinceOfLostKingdom
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I'm so glad I found this channel!
And yeah, it's true... I mean, in my experience as a game developer, I've never heard of UV panning(probably because the term varies across game engines), but the general idea is in fact 100% accurate.
In unity, we use shader graph to create a shader which accepts a texture(usually a tiled grayscale texture), then we constantly increase/decrease the offset of the texture's UV over time on the x and/or y axis(UV) to create the scrolling texture effect, then multiplied by HDR color. We add the material from that shader to a 3D plane or low poly mesh and voila! Clouds!!
There are some neat tricks pulled in the alpha channel for transparency and in the normal tangent to create realism, but yeah, that's how it is done.

lemetamax
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So much info in such a short format! Brilliant!

animashinka
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Even Though I mostly know how these mechanics works, but it is always delightful switching to your channel

alishan
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Your channel is amazing. Every time I come here I learn something new and interesting. Honestly the quality of your content is unmatched 😳🤯

djvelocity
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I love your videos from the perspective of a consumer. Just helps me to appreciate gaming as an art form all the more, knowing all that goes into their creation.

AdamsBrew
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I just upped my Dev skills by much in this short amount of time. Exquisite!!! Thank you!! <3

Slup
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Studying game art at uni, this is the bread and butter for a big part of FX and procedural texturing - basically a summary of what we were taught. Really love seeing these things in action. I'm gonna be deep diving into it for my next specialism module with dynamic flow maps and lots of other procedural stuff!

wizard
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I'm so glad I found this channel

I love video games and I've recently started again making projects with Blender
Until last month I had no finished a project I've made myself (not counting tutorial, I finished Blender Guru's donut tutorial 11 months ago)

I'm just so fascinated to see what video games do and how to do it and it gives me inspiration for my own work

SwagHyde
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this is a strangely cool and really interesting tidbit of knowledge i would never really need to know but still happy that i did, thank OP!

juliorosal
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I'm just getting myself set on a path of learning realtime vfx and this video pops up. Great timing :D

Alander
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Very good examples to show how its done! Thanks

smepable
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Fantastic tutorial, keep up the great videos!

yassirouedraogo
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It's great seeing more insight into this sort of thing.

Square's artists were gods with this sort of thing in FF games back then.

KirbyGotenksabsorbed
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Yes, I always appreciate the simple solutions. Besides, volumetrics can be a pain to get right where scrolling textures is fast, tried and true.

deadsetanime
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Another very cool approach that I use a lot is to manipulate the UV coordinates for a texture (which are basically just a red and green texture) with another texture. For example you can "distort" an image texture by multiplying the UV map used for it with a noise texture to get an water-like effect. This is also a much better way to create a fire shader. Create a ramp (white-yellow-orange-red..) and distort it by multiplying its coordinates with a stretched. noise texture - done. Beautiful fire.

bronzekoala