
insomniac_lemon
@insomniac_lemon@lemmy.cafe
- Comment on Got any advice on graphics in posts? 1 week ago:
As for the PNGs, that’s what you get when you paste a graphic into a post. It makes it a PNG. No choices there.
Don’t paste then? It should take whatever file you drag-and-drop or choose via file manager.
- Comment on Got any advice on graphics in posts? 1 week ago:
Full-color photography isn’t so efficient as .png, so you might want to use .jpg or try converting to .webp somehow*. Even the original photos from your camera might be better than what you’re doing with paint which is likely just increasing data for no benefit.
If you stay with .png (makes more sense for screenshots/text) it'd help to reduce data
For .png especially, color reduction (crushing) if it doesn’t destroy your image, which will greatly depend on content. With G’MIC (usable via Krita, GIMP) a quick way to do this is a filter called
ordered ditheringwhich at the max (16 colors) takes it from ~16M possible colors to just 4096. You don’t need to go this aggressive, but it’s an option. _________Downscaling or cropping could help too, or for the future changing your camera settings down a size or two. Also, image optimizers can help further (I use Trimage, it has multiple forms of compression, it works on JPGs too but I think it does more for PNGs).
* my instance does this by default, which is kind of annoying when I did optimize my image and everything (annoying because the lossy .webp has ugly blocks)
- Comment on If you could only play 10 games for the rest of your life, which would you choose? 3 weeks ago:
What does this and ‘no making your own mods’ even do for the hypothetical? I’m pretty sure most people aren’t going to solo-dev (m)any additional top-10-worthy games that they’d also consistently enjoy. Maybe for some (simple) classics, but at that point I say so what?
Even accomplished solo-devs lose motivation (also constant reminder of room for improvement is sort of its own curse), if anything I’d say paying for mods to be created probably a less of a patient-gamers thing (and probably more exploitable).
- Comment on Asuka still bullies her 5 weeks ago:
I’m not gonna wear a ladies’ wetsuit, I’m a man! Get me a small-man’s-wetsuit please.
- Comment on The Best Graphics In 1994? Exploring Weird Spaces in Lightscape 1 month ago:
Just never clicked with me, I guess. The workflow/layout, how certain things like modifiers often create mesh errors.
I mean Blender is perfectly fine for my uses, but I started with Maya (many years ago) and I think I preferred how that did things (and most things being nodes, though TBF I haven’t looked into Blender’s geometry nodes). Admittedly I also can’t deal with Maya’s bloat (or cost), and even the pre-Autodesk Linux version seem to be more data than modern Blender.
I also like some of the older tech like vertex colors and NURBS. Those aren’t impossible with Blender either, though certainly don’t seem top-drawer. For VC it takes a bit of setup (create it, materials, get it rendering properly in viewport shading modes) but the startup file helps with that… though I’m also relying on that for an ordered/set-width color palette, so I’m not sure if there’s an easy way to change that in already saved files (and actually changing the vertex colors of the object is another, since it isn’t just a color index that can be updated).
- Comment on The Best Graphics In 1994? Exploring Weird Spaces in Lightscape 2 months ago:
Yeah, I use Blender now but it’s a bit painful for me to use. So it’s a common thought that some old software might be usable for a simple workflow… if it could be done with proper hardware utilization and not too much overhead.
SGI made
there was no windows or Mac hardware capable of this sort of thingYeah. This was my thinking, that SGI-workstation-specific software would be more capable (hardware-support-wise) than Windows-specific software.
Though I’m guessing the architecture difference is just as much of a problem even if someone could work at that low-level.
That is assuming you are wanting to do architectural visualization?
I’m interested more for animation/gamedev, that’s why I phrased it (3) as ‘model packs’ because I could see many of the large empty scenes shown being useful as a starting point for custom environments (even if it doesn’t completely make sense, I’d love to put some bespoke digital creation inside a long-forgotten mall).
- Submitted 2 months ago to retrocomputing@lemmy.sdf.org | 4 comments