I hate the fucking animation slots.What possessed them to take something that was simple and worked perfectly well and make it complicated for the sake of complicity. I can no longer export animations from blender to unreal because all the animations are the same. >Clearly keyframed jump animation? Nope, everything is a walk cycle.>Want to check a tutorial on youtube to see how it works"Here are 3 different geometric objects spinning around and keyframing them. Isn't this so simple now?"I fucking hate this.
>>1018397I think you have bigger issues than not being able to use the latest version of blender
>>1018229apparently there are retards who are unable to press a button
>>1018401>proving my pointthank you
>>1018403>it's the devs fault I am a retardyou are the reason why there's warnings on microwaves not to put cats in
>>1018404i never asked if you were a tranny but thank you for letting me know
why are they always hiring?is it a shitshow to work over there?
>>1017559If they keep recycling artists they never have to give any of them raises
>>1017585pretty sure microsoft does the same thing with most of their coding staff
How much are they paying?
>>1017772Can't be a lot, from what I could find Youtube pays out ~100$ per 1-2 million views on Shorts, has to be a literal indian sweatshop, the type of pay you get from this work would only work in 3rd world
>>1017775Wow so thats why everyone hypes their patreon link or whatever the fuck garbage marketing gimmick they are shilling that weekDo older accounts earn more than newer accounts?
I had the idea of a 3D renderer that projects a 2D cutout rig into a 3D space, but sort of minimizes the X rotation and keeps everything looking like the 2D drawings, but the lighting and animation is done using a low poly model.Only that the 3D mesh is used to project the 2D planes vertex to the 3D mesh, but do the foreshortening as X and Y operations, to minimize the rotation distortion that rotating a plane will have.And use the 3D low poly mesh as normal map information to draw the toon shadows on the 2D sprites.Maybe have an library of 2D shapes to automatically switch based on angle to the camera.
>>1018318cris, you're nearly 40the life expectancy in guatemala is what, 50?make a fucking game with what you have
>>1018318Congrats, you discovered the Vanillaware pipeline
>>1018318>>1018322>>1017899predicted it lmao
>>1018380The worst part is that this is not even Cris, he already died like 6 months ago, we'll never have a Cris game.The larpers can keep his legacy forever
I'm creating a video game but I don't know what it's going to be about (I'm just modeling meaningless rooms and some furniture)
>>1010193I'm Spencer Shay, the real one
>>1010325Still wip
>>1005594Did you see that jill model I sent you a while ago?
>>1013028yeah. mmmhhh so good. Ahhh yeeahh
dixon here, the game failed
In this thread I will be making a character jump. Even if it kills me.
aaaand doneI learned a lot and gained some confidence with this project. I think my next project would be to create my own mesh, rig it, and animate it.
>>1016107try to animate a ball arch bounce in blender, just. just a phere with a bone. you need to learn some fundamentals
seriously I dont fucking understand. have these nerds not experienced gravity in their entire fucking life?
>>1017013If it was realistic you wouldn't be able to enjoy the pantsu properly.
>>1016107Good effort dude, how well-versed are you with the animation tools in blender? If you're still learning, I recommend taking a look at how to use the Action Editor/NLA. it will allow you to not only organize, but also combine different animation information. I typically use it for movements like jumping and running, but it can be used for all sorts of applications.>Animation Editor is in a drop down in the Dope Sheet view if you are looking for it.Another fun tool is motion paths. It's a great way to spot how particular objects or bones are moving and I think it's super useful especially for timing.Keep up the good work, anibro.
Can we get some filter analysis? After replaying some old games, including RE5, MGS2/3, NFSMW, etc I found them quite useful to hide the uncanny ambient lighting. Even in GTA SA the orange PS2 tint enables you to see the game as its own pocket universe instead of a game that is trying to emulating reality.
>>1018175Stupid questions thread -> >>1017954
>>1018175Creating a monochrome de-saturated look is effective in tying the image together and make the scene have a specific mood in a way that is computationally very cheap to do and simplify texture authoring etc. Problem is that you live in an era when it was already done to death and everybody have already learned to hate the look because how everything looked that way for ~10 years. Esp the GWOT sepia colors.Originally I'd blame this on 'The Matrix' becoming such a phenomena that strong tint became a goto mood tool in cinema. 'Black Hawk Down' then invented the piss look that COD and everything that wanted to be COD ran with for another decade.
You should always be doing at least a little bit of tinting and color correction. That's on top of picking your colors and lights properly from the outset.
rate my cosmetic bottle, made from scratch you schmucks ( 5 hours of editing to make it as realistic as possible and they didn't hire me)
>>1018054Ya I wouldn’t hire you too, bottle size and box are not optimal which means more cost, damage to the product and angry customers. Serum eye drops don’t have tubes, you have zero understanding the company product. You mark the box from EU but using USA boxing standards. Nothing interesting when looking far away, customers will ignore the product and the white background with almost white box colors will not draw any attention. The serum container in the box is different color than the outside.You are absolutely not ready for anything related to promotion and marketing.
>>1018062
>>1018093
>>1018054Everything is flowinglights are too strong on topback round color needs to be darker so the product will look betterbox is too big
box is too smooth slap some noise on that shit
>Oh you installed Blender huh? Making a low poly game are we? Good luck, buddy, you and the million other schmucks, heh.
>>1018090Visage (horror game) was made entirely by 2 artists not counting the programmer and composer. It's an tiny indie team.Seems like an retro pixeltranny issue overflooding the market, and they all lack skill to do PBR.
>>1018044Maybe I'll be different, I am not jobless (yet) so I don't care if it doesn't sell
>>1018044>paying for software that does the same thing, but with an outdated interface
>>1018102>Visage started development in January 2015 and was announced in September.So four people making a game with a relatively limited scope and a five year long development cycle. This disproves his point how, exactly? If you're on your own then you'd have a fourth of the man-hours at your disposal, so it'd probably take 2 decades optimistically and realistically more than that. Not everyone has a team, not everyone has half of a decade, compromises must be made. I think you already know this, you're just being intentionally dense to stir shit. Which is the natural state of the third world dwelling brown person, and so I will not fault you for it.>>1018077The low poly tranny archetype is a thing because most mtf trannies are lonely, nerdy autistic males who were groomed into becoming eunichs, and as with most lonely, nerdy autistic males are nostalgic for retro gaming and related hobbies. There are definite stylistic, technical and practical reasons to consider low poly for game development.
>>1018113Paying?
is EMV engine hard to setup, or am i just retarded?
https://youtu.be/jD3TFbSmztI?t=1Is there a term for DOA6 style hair/materials that aren't realistic and looks gorgeous? The shading on clothes are simple yet looks intricate.
>>1018082I've written a lot of shaders and to my eye it looks like modern shading inspired by the same PBR papers everyone uses, but they don't use realistic coupling between fresnel and specular so it looks flatter and more legacy and the specular doesn't look like it has any long nice tail like newer models but a basic blinn splotch like we used back in the day where you can regulate the size and intensity separately, gloss/spec.
>>1018088What about the hairs? For example, at 1:23 they still move, flow, have strands but without any of modern dithering/noise artifacts?
>>1018089To my eye the purple hair reads like high resolution stencils that use alphacut, the texture tints around each strand at the edge of the mask then help hide this fact. But in your Op image they clearly have transparent alpha without proper stochastic sorting but you also see a ton of artifacts in how the hair of the girl in the white gi isn't sorting correctly.
>>1018091>To my eye the purple hair reads like high resolution stencils that use alphacut, the texture tints around each strand at the edge of the mask then help hide this fact.Can you explain this without all the fancy words. The term Stencil is really overloaded.
>>1018092They're just pbr hair you don't see dithering because that's not particularly linked with pbr.
I come with a heavy question, I come with hunger for answers. I tried making fortnite 3D blender porn a year ago, I never got better, I never got better. I want to present the evidence of lack of progress as well as present the works of others, current day, that are performing better works. Could it be proof of talent?
>>1013922The only other piece of advice I have for you is to raise your aspirations much higher. The person you're trying to be like sucks. Make official Fortnite renders your primary references rather than referencing beginners.
>sanest /3/ poster appears just to farm a bit of attention then vanishes once more>doesn't even post any new masterpieceswtf
>>1013702get better at animating99% of 3d porn sucks because the animation is shit. Even for stills, animation will make you understand posing and what makes poses appealing
>>1017336he can't even do the most rudimentary blender stuff he has no chance of animating anything
>>1013922the reason most people suck at 3d porn is because theyre either just tech nerds or coomers with no actual understanding of aesthetics.they dont understand lighting, mood, etc. anyone can make widowmaker's big dick in a dark room over and over again,and the render can look "good," but it doesn't convey anything other than what it is.coomers who look at your art want to be excited.you do have to tell them a story, regardless of how simple or degenerate it is.so if you wanna make fortnite, tell a story about whats going on that is relevant to fortnite. why does it matter that shes undressing, or getting railed, or whatever. what makes the viewer go "whoa, what happened here?"you really dont need to understand much about the tech of blender to be "good." look up 3 point lighting and experiment with that. youll instantly see an impovement. other than that, tell a story.
how the fuck does a studio of 30 people total (including programmers, managers) create such a massive game with unique environments and character models?I struggle to create any environment in less than a month that is going to be rendered in a still frame. what kind of magic do these people do?
>>1017790You clearly never worked a job in your entire life.
>>1017809You are a sped
>>1017790What you are talking about is called asset libraries and has nothing to do with employees
Saar I am in the credits, this is very outrageous. Do the needful and remember there would be no game assets without me, saar.
I've seen gameplay and it looks like an asset flip, dont see the hype, avg gamer will eat up anything their favorite streamer tells them
I remember reading somewhere that old-school video games used to treat illumination through a lens of studio lighting. Instead of simulating rays, they use a combination of point/directional/spot/ambient light to convey the emotion of a scene.Is there any blog or video that talks about this phenomenon in depth blending both technical and artistic knowledge, comparing different shading models from different era.Also, PBR materials today is treated as some sort of divinely "correct" way to do stuff. When you talk about disadvantages, everyone gives a handwavy remark of "slightly" less performance. But how much? There are no exact metrics obtained by comparing two scenes that were designed with both traditional and PBR models in mind without bias.
>>1017944>But how much?none. pbr is fucking 3 maps in a game engine. the color map, the normal map, and a packed roughness, metallic, and ambient occlusion map.
You should light your scenes like theyre a studio because you want your audience to see and enjoy the objects you're rendering.https://warosu.org/3/thread/996611
>>1017946>actual artistsall 3d game assets are outsourced to india now
>>1018058Average indian 12 year old working on AAA titles in a sweatshop for 3 rupees MOGS the fuck out of anyone on this board
>>1018059he deserves it too, considering
is this program worth anything? I am primarily going to decide between it and blender. I am a complete permabeg. Any thoughts? not a single person on /v/ or /vg/ or /3/ has ever talked about it afaik.
>>1017405blender isn't the best and it's tutorials are even worse, but at least it's free
Ita good but its too limited. I think its worth if youre modding some indie game but not worth for everything else
It feels like a toy that only the creator can use effectively for his toy art
>>1017818Reminds me of that sculpting app Pablo made for the iPad, I doubt there's even 200 users
>>1017857I bought it like an idiot. Tried using it three times, it's so bad. It really just was a way for him to sell his tileset and showcase his pixelart.
Rate my 3ds Max render. Am I ready enough for a position in the animation industry?
>>1018015No you compressed it too much, all for 20 frames that you could have done in Microsoft movie.