Furry | 30's | Gay Gray-Ace | Doodler | Designer and FullStack Engineer for Web/App | Social Democrat | Not taking commissions yet(?) | No minors 🔞

Fur-lorda
Joined July 2011
New reference sheet by @SamOnCassette ! Bulky, beasty dire wolf Kayze.
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It's tougher than people assume. "AI generated" could be as simple as creating settings to help users customize experiences, assisting complex shader math, or helping dial in gameplay syntax; While all the actual art is done by a human. That is still using AI though.
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My take on this has been: the art, the expression, should be human. Computer generated art just holds no actual value, cause the creation of it held no value. Those who defend it have repeatedly shown no artistic regard for what gets generated anyways.
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AI should be assistive; Helping people express, not expressing for them. Just like using references, looking up algorithms, and handling tedious aspects (literally what digital art did) has been before generative AI. AI should never be the final product.
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It’s why AI is a good tool to assist certain areas (like general coding) but not replace creativity. After all, one of the biggest parts of games is artistic expression. Anyone claiming “AI does better” ironically uses it to badly clone mixes of popular games and do Marvel slop.
Super Smash Bros creator Masahiro Sakurai says AI-generated games just copy ideas and systems from existing games He believes AI can't match the "originality" of human creators
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If the shader looks good now, why not release it? Cause there's things you don't see til you try other avatars with various topology and check deformations. In addition to missing features and tools. (Vulper by @Reval_Dev and showing the WIP pose feature of the groom tool)
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I'm working on more resilience and patching for various conditions. May even re-explore the card method for various needs. Pretty happy with this shader generally, but it needs plenty of work before it's sharable.
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Welp, surprise vet visit wasn’t on my list today. My dog isn’t able to get up and yelped a lot even just repositioning. So, got him a “pet ambulance” service since they’re more equip for the situation and at a vet right now. Likely just joint or pulled muscle. He is getting old
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Worked on some blending stuff for different lengths. Still -plenty- to do, like halo depth issue and pattern repetitiveness. Here's a video of adjusting the base length in the shader cause it looks kinda neat. (some wonkiness cause the test groom is messy)
Okay, shell can be pretty fun. I'll explore this a bit more. May end up with a hybrid of using fur cards for long fur (like tuffs) and shell for the majority else. Plenty of things to fix and add before it's anywhere near ready First image is shortish fur and second is longer.
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"When is it coming? Are you releasing it?" There's plenty to add, tweak, and fix. Really happy with the initial progress but it ain't there yet. It's better in many ways than my prior shader attempt but still has plenty of artifacts and blending issues too. It'll take time.
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"Do you need testers" Likely not. It'll be tested, of course, but likely through the use of a public avatar and some feedback from mutuals on the tool use.
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Okay, shell can be pretty fun. I'll explore this a bit more. May end up with a hybrid of using fur cards for long fur (like tuffs) and shell for the majority else. Plenty of things to fix and add before it's anywhere near ready First image is shortish fur and second is longer.
Took a break from my fur card shader and tried some shell techniques. This looks pretty cool; 16-layers using some color and thickness tricks. Issue with shell is you can see the layers when up close or at an angle. Shorter fur does best with it. May play with it some more.
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Again, all just exploration at the moment. If it works out as I hope, it'll be a shader available in the future. Lots of things to figure out first. I do plan to release a fur shader of either method (or both), in the (near?) future regardless.
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NOTE: I'm not a shader expert. I'm just a hacker who understands programming concepts, some 3D/shader logic, and am fumbling around to get the (hopefully) right result. A sort of "I want this thing, I know some things to vet outcomes, lets see what can happen" thing.
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Took a break from my fur card shader and tried some shell techniques. This looks pretty cool; 16-layers using some color and thickness tricks. Issue with shell is you can see the layers when up close or at an angle. Shorter fur does best with it. May play with it some more.
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The sheen is a little fucked atm but I do like the fur detail here.
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I made the mistake of looking at Reddit.
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“We vibe coded it to be faster” is a weird flex, especially when this app is less complete than the current, which was already nowhere close to Steam’s community value. More competition is good and needed but actually be competition please… Not some exec’s “vibe code” slop
We vibe coded the Epic Games Launcher to be faster than the other guy. Don't believe us? Test it out for yourself in Preview: launcher.epicgames.com
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If you're one of those canis revamp users, I'm staring at you disrespectfully. 👀💦
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That said, I’m against AI as final creativity deliverables (art, music, writing, etc) cause there are forms of expression. Coding is just syntax logic that has likely been “reinvented” millions of times. It’s not the same thing.
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The amount of “yet you participate in society” memes over smartphones and operating systems jfc. Reminds me of the people excusing their morals by staying on Twitter after Musk cause they “have to”. No, you just don’t want to make the effort or sacrifice of convenience.
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Further the amount of people strong opposing have never once touched code in their lives. Their unrealistic expectations of development effort pre-AI and what AI coding actually does is telling. There’s bad uses and good uses, a story as old as time. Regulate against bad.
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