No.2733
I watched a bunch of topology tutorials, although as is usual with tech tutorials made after 2005 some of them had accents that were difficult to understand. I think there's a market for taking existing tutorials and giving them to a native English speaker.
I learned that I was really retopologizing the wrong way by focusing too much on edge details instead of seeing the big picture. My old mesh is simply too complicated and nonsensical so I had to abandon it. These days games can handle far more vertices so efficiency isn't as important as it used to be, but I really do want it to be able to morph and flex. Muscular girls in video games that are supported by vertices instead of normal maps seem pretty rare, so I want to make that part of a game. Oh, and plump girls, too with belly bones. You know, biceps actually bulging when they're being used and soft-looking plumpness. Nothing complicated and overly realistic, but I think it looks good and erotic. Same thing with butts flexing, Japanese games (which are the only people making this stuff of course) tend to show very little attention to this stuff. Just those cursed P-shaped girls.
It's much too early for me to actually share what kind of thing I'm envisioning, so I'll just talk about 3D model stuff.
No.2735
There's a couple of things I wanted to make but I really really really really do hate programming. It's like every single step you take you have to pause doing actual work to instead read tutorials and documentations. Often times I don't even know how to search up solutions because programming is so specific, so instead I try to make it a more general question which then you have to sift through several posts and sites because only a few of them actually match what you want. And then a while later you find the precise solution you wanted for it by sheer coincidence, and it would make it easier to work with the project you're working on, but you'd have to rewrite basically most of the work you've done for it to fit properly.
It's like trying to verbally instruct a 100% maximum autist on how to go to a job and do it, you have to instruct him down to which muscle he's supposed to use and not forget to tell him when to breath and out, and match the heartbeat appropriately as well.
I absolutely cannot wait for AI to make programming a thing of the past. I know the whole point is to make code efficient, but when you have to be so laser specific about the tiniest detail for every single detail, with instructions manuals basically telling you to go over the whole book to get the commands you actually need, I feel like the point is lost
i really really really hate programming. really.
No.2736
>>2735>I really really really really do hate programmingYeah, me too. Unreal has those things called blueprints that help bypass programming to an extent and people create and share/sell lots of frameworks. I'm hoping AI can be used to plug the gaps until there's enough of a game to say "okay, let's get a human to look this over" or something. I'm not looking to create something groundbreaking, at least not at first.
No.2740
I've been in the "I'm going to get started on that game" stage for like a year. I got a lot of stuff written out and designed for it and a couple dummy graphics for it here and there, but taking step one to dive right into it is hard when I've got other skills I'm trying to learn. It sucks because I keep getting more game ideas for small stuff.
No.2743
>>2742Oh, there won't be any "lose to see h-scene" moments. Not a fan of games like that.
Got attacking, movement and a bit of enemy pathfinding down. Player has a lock on and dodge button(forgot to dodge here, but trust me). The tiny blue squares are weapon hitboxes.
The sprites are shit, but the game's supposed to be top-down.
No.2744
I'd like to write a kinetic novel. I already have a good idea of the plot and which engine I should (ONScripter if you're curious). I want to avoid making big plans so it won't have sprites or musics right away as I prefer to focus on background graphics and sounds instead. Writing is probably the hardest part for me as I've never written a story with that amount of descriptions and from different character POVs. I don't plan to write a long story right off the bat but I'd like have a 1 or 2 hours self-contained story that could pass as a neutral/bad route.
No.2745
I'm trying to make a Gamebook, you know like a fighting fantasy novel, in twine if that counts?
No.2768
>>2767I want them to have enough polygons that they still have smooth geometry at at 2-3x that size hehehe
No.2823
>>2743Since I'll be drawing humanoids, I'm copying figures/body parts from Bridgman's book and drawing them again from memory.
The actual figures will obviously need to be sexier than these. I'll probably use Weichun's book + nude female figures to practice drawing women.
No.2826
>>2729my lead problem with full fledged games is that tying together art, programming, sound and gameplay is too hard for a person who's not devoted to seeing a 2 year project, which may never make money, to the end.
You can certainly skimp out on certain area. Like RPGMaker games might use royalty free soundtracks and not have to wory about programming, but now the value of the game is entirely weighted on art and the viewer needs everything else to be less important
No.2834
>>2823>>2824The one of the best pieces of art advice I ever received was that you should construct the major forms of your figures out of cubes and other boxy forms, and then rounding them out afterward. I didn't draw picrel, but it's a good example of the kind of thing I'm talking about
Rounded forms like spheres and cylinders
seem easier, but really they're just better at hiding errors. Cubes are good because they face a definite direction and take up definite space, even before you've added the construction lines.
No.2835
being a gamedev is the modern equivalent of being a prostitute
No.2836
What does thY make an indie erogame dev
No.2837
>>2835what the FUCK did anonymous MEAN by this
No.2838
>>2836what the FUCK did anonymous MEAN by this
No.2839
>>2838he made a typo and wrote "thY" instead of "that" he's asking a question
No.2860
>>2859Been learning DirectX myself! For Windows dev.
Thinking of getting into OpenGL or Vulkan once i'm "done" with the Windows version, to create a Linux version. Any reason you choose Vulkan over OpenGL (or DirectX)?
No.2862
>>2860mostly because it can be fast as fuck and i hate games that dont run good. the level of control you get over resource management, synchronization, command submission, the swapchain etc lets you fine-tune many costly aspects of other graphics APIs, although dx12 generally has alot of these features too and tries to compete with vulkan in that regard.
No.2911
Been watching Godot tutorials recently, but haven't started anything yet. I'm glad we're getting all these free (at least until you start making money from your game) engines just so I can fuck around without having to worry about buying anything. Ultimately I kind of want to make an open world shooter (think Stalker) but I imagine that's overly ambitious. To start with I was probably going to just make like an obstacle course and shooting range to practice different aspects of character movement and gun implementation. And maybe I'll try starting with a comparatively simpler game like maybe a 3D platformer (though I'm also interested in making 2D games, probably turn based strategy games). I can't model for shit right now though so that kind of limits me right now too.
No.2912
>>2911I doubt godot takes anything from you regardless of what you do with their engine since it's open source but I wouldn't really know.
No.2918
>>2911I wish Fusion offered a (real) free version, since I refuse to pay for an engine until I've released a game. In my experience, it's far and away the easiest game engine to work with, but the free version is so severely limited that I find myself going for GameMaker instead.
No.2932
I have terrible choice paralysis so I just keep making crappy prototypes on a bunch of engines and will probably never commit to a first proper game...
So far the one tool that has most of what I look for is RPG Maker 2003 with the Maniacs patch. I don't have to make everything from scratch and the patched editor's ability to elegantly convert scripts to events and vice-versa is very nice, although not very documented.
I tried Wolf RPG today, also a very nice tool that stayed consistent over the years instead of bloating up like recent RPGM editions but the lack of a scripting engine is a deal breaker for me. Everything else is quite nice though, just need a Wolf RPG Maniacs...
No.2936
>>2932I used to be like this too, looking through the features of every engine, basically pretending I'd even be taking advantage of most of them as someone new to making games. At the very least, the engines you're looking at do seem to have different quality of life features. I was like looking at Unreal, Cryengine, Unigine, Unity, etc, trying to see which would result in the highest quality final product without even knowing how to use 90% of the features as I'd never made a game before.
No.3169
>>3151I remember acknowledging GTA:SA's simplified hands when it came out. Unless the game itself focuses on them a lot most people probably won't unless they look especially bad.
No.3170
>>2729I had been making some simple minigames and prototypes over the time as I was building up skills and tricks for something serious, but I dropped it for the time being until I can draw good assets.
Godot's my choice, I don't care about any Godot's bad rep, it always boils down to the dev not being good enough.
No.3177
>>2834Yea, you're right, blocky shapes make figures way easier to construct. I don't like drawing perfect cubes/rectangles, though. It makes figures feel too stiff.
There's a couple good resources on drawing on 8/ic/. There's a lot of stuff, so I'll just focus on the crucial parts.
https://hackmd.io/7k0XRnIQR6SValR77TDfZw?viewhttps://8chan.moe/ic/res/8.html
No.3655
>>3654>Can I get a hyperbolic dev chamber pleaseI'd rather rip my penis off with my bare hands, shit on it and then eat it than spend another hour working with 3D models in blender
No.3656
>>3655I haven't got too much into blender yet, I did some tutorial years ago but forgot everything. Did the donut tutorial recently as a refresher and promptly forgot most everything again while slacking/playing XXX hours of xenoblade chronicles and elin. Also looked up how people manually tweak the normals(?) of shapes to create an anime look on faces, that was neat.
After fooling around with pixel art I've been thinking the best strategy for minimum viable artstyle is probably mediocre low poly characters with shaders carrying the entire aesthetic. Shaders and the programming GUI they use are fucking esoteric arcane to me at the moment though.
Having to draw/redraw 2d art constantly sounds like it might be even more tedious than modelling/rigging/animating depending on how much unique art/animation you use.
No.3911
>>3656> I did some tutorial years ago but forgot everything. Did the donut tutorial recently as a refresher and promptly forgot most everything againYeah, you really have to do this stuff monthly at the very least. I remember a tutorial where a guy said he opens a 3D program to sculpt and model every week specifically so he doesn't forget things. I can't even remember if I did the blender donut thing, but I think I'll do it again soon.
I think opening up zbrush to sculpt every week is something I want to start doing soon at least. Sculpting can be very relaxing. It's the other parts that fill me with dread and procrastination.
I've been trying to figure out butt topology for a couple weeks now. But, I guess I'll go with what I have here for now. I need there to be some decent density in the flat region above the crack since tails will attach there. And then you need the lines going in a certain direction for animation, but then there's muscles and aiahnsduiosahndu9iashn
u9dasidhuasiodhnaosui I HATE TOPOLOGY
No.3914
>>3912Please make a game about feet
No.3993
>>3914What would you do in this game? I can think of identifying feet. Massaging feet. A meme simulator where you have to do everything with your feet. More abstract ideas escape my brain.
No.4042
>>2729what would I make my own video game for? money? I have that
clout? Don't need that
entertaining other people at the expense of my work and thanking them if they are entertained? fuck that
No.4045
>>4042You wouldn't because you have a slave mentality and think that everything you work on must be for the sake of others instead of making a game that you'd think would entertain yourself and close friends.
>>4044Asia's arguably better at it nowadays.
No.4046
>>4045>you wouldn't because you have a slave mentality and think that everything you work on must be for the sake of othersno, quite the contrary. Not a single reason I listed here
>>4042 is for the sake of others
your reading comprehension sucks, but such can be expected from someone larping about "slave mentality" and white supremacy
as for entertainment, making games is hard work. There is a reason why people are paid for it. No matter how passionate you are about inputing numbers into a computer, you will have to work for dozens and hundreds of hours.
Seems like a bad deal to me. As far as entertainment is concerned, isn't it better to be a consumer?
Lets be honest, the real reason why you want to make games (or create anything for the matter) is because you crave validation on emotional level. If you entertained some other human beings, you don't feel like a clown or a circus monkey, but you feel all happy about the praise you get from them. You don't think pragmatically, rationally.
I
>>4042 have enough money that I don't need to worry about it, nor do I have any desire to get clout or "recognition" from others. Quite the contrary, my greatest desire is to remain unnoticed, is for humanity to fuck off. That's how I survive in a hostile world bent on destroying true individuality.
Speaking of which. If you want your game to succeed, and not just be satisfied with having made it, you will have to compromise on your vision to fit the tastes of your target audience. Have fun.
No.4047
>>4046>Not a single reason I listed here >>4042 is for the sake of othersEvery single one of the reasons you could think about making a game for is about receiving some sort of validation from others. Whether it be them compensating you monetarily, giving you popularity, or having the quality of your work appreciated by them. You can't possibly fathom the fruits of your labor being used to entertain yourself by creating something that you desire but doesn't already exist in the world. Everything you expect for others to do for you and for your riches to provide you with a means to waste away as a consumer for life, content with what others can provide you and no creative drive that spurs you towards desiring something unique which they can't provide.
I want to make games because I want to see the ideas floating around my head to be realized and implemented into something real. A concept that you seem incapable of grasping in your small brain bloated by a big wallet.
No.4049
>>4048
Shut the fuck up Andy you never do anything.
No.4050
>>4047If it's already in your head, what's the point of making it real? Reality can never live up to fantasy. As you start compromising on your vision, due to technical, financial and target audience restraints, you will eventually realize that you are not having fun and whatever you have create is nothing like what you want it to be.
Besides, most people aren't a ZUN. You will most likely not write the code, draw the graphics and compose the music yourself. No, you will have other people do it. Thus it will never be truly your work or your game or your achievement, in a way a book or a painting can be. It will be collaborative effort of multiple people and they will share ownership of the product with you.
If you truly respected your vision, you would let it bloom in your heart, instead of throwing it to outside world to rot and get picked apart by carrion birds. But lets be honest...
>>4048this anon is right. You will never actually get to doing anything. You will enjoy your 5 minutes of feeling morally superior to me, and then go back to nihilistic pontificating.
I actually want you to prove me wrong. Hell, I actually want you to make a good game. So I can play it for free at your expense. I may even leave a positive review, praising all that is to be praised in it, and your heart will go doki doki at the sight of it.
But lets be honest. This won't happen.
No.4051
>>4049I am literally doing something right now.
If I say what I'm doing it'll give the dopamine of doing it instead of just doing it so I won't tell you what I'm doing.
No.4060
>>4042The act of creation itself is good for the mind and and spirit and it can be a strong compulsion people have just like eating or sleeping. Without it the mind can go insane or just deteriorate.
Just working towards something, even if slow, gives you something to aim for. It can be fun, too. Game creation, though, yeah that's not all going to be fun. The tools that are out there these days can help streamline the parts that aren't fun, though, albeit with a hit to quality.
>>4046>nor do I have any desire to get clout or "recognition" from others.You very much do. The people that go around telling others at length how much they don't care are the ones that care the most.
No.4068
>>4060>The people that go around telling others at length how much they don't care are the ones that care the most.even if they are telling you this as anons on imageboard?
No.4069
>>4068(You) dopamine hits
No.4071
>>4068Yeah, very much so. You want third party confirmation of your thoughts. Either to agree with them or strengthen your own contrarian view. The latter is very common on imageboards of course.
No.4073
>>4071Tbh I have brain damage so I just use it more like a mental exercise, less of a confirmation, and more of a test if I can still present my ideas in coherent manner (and I guess see if there are any holes in my logic/train of thought by getting 3rd party feedback). I am also something of a bully and a jerk, so I guess I also test if I can make anyone mad/collapse by poking holes in THEIR logic as well, in a safe environment where I don't have any reputation to uphold.
Of course being toxic is not the only thing I do on the internet. On sites such as reddit where there is upvote and downvote system, I practice my social skills by saying things I don't really believe in that will give me most upvotes, seeing if I can guess what the current community mood is about and how fast I can get social credit points and control the narrative. I use the advice found in the book "how to make friends and influence people" and hone these skills there, to use them where it matters next (for example, in real life...).
It wasn't always easy though, for example when going on mental health support communities, in the beginning I was WAY too obvious with my advice, and people could tell I am fake and just repeat empty platitudes. But now I honed my abilities enough to be able to fake concern, empathy and honest conviction in just about any cause quite efficiently.
Politically too. For example, on a pro ukrainian discords I am fiercely anti russian, on pro russian discords I am fireclay pro russian, using various arguments used by each side in such a way that said community finds acceptable and rising up in status there. I guess it's duping delight, of sorts.
And last but not least...
>>4068yeah, just like social media and chats, getting replies is dopamine release, in the same way pulling for gacha is or seeing numbers go up in litrpg novels. Guess it all boils down to boredom, in the end, in a world where my other hobbies can no longer entertain me like they used to.
No.4076
>>4073an adroit carnegian toying with the hearts of men yet unable to access the feelings within
No.4077
>>4073Your human analysis doesn't seem as on point if you're failing to present your idea in a manner that connects. It seems more an exercise in trying to pleasure yourself through a bit of bullying on the assumption that the efforts will most likely amount to nothing because of your belief that not enough motivation or willpower exists. I don't believe your logic to be on point so I simply reject your accusations and believe what I hold to be true to be as such. I
will make my game, partly because I want others to play it, true, but I want someone else like myself to experience the satisfaction I think I would feel were this dream game to come out.
Although it will probably take a good deal of time to iron out the art and programming skills I'd need to make my game a reality, I don't think I'll have to worry so much since I'll have plenty of time eventually since I have money.
No.4079
>>4078Outlined my idea in
>>>/amv/7196, but I'm still working out story ideas on the side at the moment since Japanese takes priority. Though I've got quite a bit of pages of notes.
No.4081
>>4080 Didn't use to be so. I know what you mean. Back in the glory days of /jp/, 15 years ago, I looked down on crossboarders, let alone people who are from outside 4chan or use normie hangouts like reddit
But otaku culture has changed, and so have I. I use almost all social media now, in addition to discord.
No.4342
>>4042Because you want to.
>>4050The act of making a thing is often enjoyable unto itself. Sure, it's work, and you're going to hit points where you're very frustrated, but overall it's fun work, satisfying work. It's like playing a really long, really difficult puzzle game, where you spend hours on end trying to find the solution, but eventually it all clicks into place and it feels fantastic, especially since, unlike a puzzle game, the solution you came up with wasn't predetermined by someone else; your unique game, your unique problem, your unique solution.
>>4073I mean this in the nicest way possible, but you sound severely mentally ill and should probably get help.
No.4671
>>4670Does this leg belong to anyone?
No.4672
>>4671Nope, not yet. There's no head.
Part of the reason I'm working so hard on topology is to have a base body that I can manipulate into different sizes/lengths for different characters.
No.4673
>>4672I'd love to see any past works if you'd feel content with sharing them and if they exist!
I always wanted to get into 3D modelling to expand on my editing hobby and I somehow got myself to do a build-along of a house in a YT video even. VERY helpful to get used to Blender workflow, but the furthest I have gotten with a character model is a face and hair I had no idea how to make so I gave up.
No.4674
>>4673Nope, I don't really do anything to have 'past works'. I just mess around randomly, lose interest, and then time passes. Most of what I learned it from modding video games and messing with the stuff there.
No.4684
>>4046This post was sad to read. These are words that can only come from someone who has never felt pride in his own work, who has never felt satisfaction from accomplishing something important to himself.
No.4830
>>4670It's kind of a no-no to have edge loops that, well, aren't loops and instead are more of a snake, but I think... THINK it's okay in this situation. It seems unavoidable with all these weird shapes near the knees if I don't use triangles.
I guess I can try to do some trickery at the back of the knee, but that's the area that heavily bends and warps during leg movement so that seems bad.
BLEGH I HATE THIS STUFF! I JUST WANT TO SCULPT AND ANIMATE AND MAKE A GAME! GEOMETRY IS EVIL! EVIL EVIL EVILE VIELIVELIVELVIEILVIELI
VELIIELIVILIL
No.4831
>>4830This is so miserable. I mean, it's kind of satisfying to clean up geometry once it's done, but my brain isn't made for this. I WANT TO CREATE THINGS. THIS IS NOT CREATIVE WORK!
At least my brain is starting to recognize patterns and I know how to 'solve' geometry without looking at diagrams.
I didn't mean to align the clip with the Pillows at first, but after I noticed I couldn't resist.
Oh, this wasn't a solution to the geometry by the way. It made the loops WORSE. AAARRRGGGHHH
I'm just going to use this thread to rant for a while as I bang my head against this virtual leg.
No.4832
>>4830>>4831Do you ever model cars anon? Any interest in working with another anon on a game sometime? I have many ideas and can do the programming no problem. But I always end up having to use the kuso free models as stand ins for what I want to do. Then I eventually lose interest because I know things will never look the way I want them to.
Do you ever mess around with making sprites?
No.4833
>>4832I have zero experience in hard surface modeling, which is what they call when you model inorganic stuff like cars. It's an entirely different skill because instead of sculpting you use geometric tools to modify a mesh in a very calculated manner. Compare sculpting a clay bust with your hands to programming a saw machine to cut a square with specific measurements.
My own plan was to use other people's free models to fill out the world in an ero game, modifying them to make them unique. This is probably what you should do with a car model. You have to take these shortcuts if you're making a game solo or with a small team, there's just not enough time.
>Any interest in working with another anon on a game sometime? I'm terrible at committing to things so I know not to do it for everyone's benefit.
In my opinion there's a night and day difference when someone is passionate about the things they create and I feel nothing for cars. If I can just finish this freaking retoplogy mess I can go back to creative pursuits in making a game...
>Do you ever mess around with making sprites?I have and know some basics with shading and stuff, but not much. Stardew Valley level is about my limit.
Pixel shading is pretty fun to learn, but animation is a mess.
No.4834
>>4833I really need to learn Blender sometime. Thank you for taking the time to explain. I didn't mean I wanted to make a game about cars. Which I do maybe sometime in the future. Just not right now.
Right now I'm wanting to make a 2D style platformer using 3D models since sprites are so time consuming. I'd love to do sprites of course. But instead I think doing what they did for Guilty Gear is the way to go. Where you make something in 3D then style it to look 2D with cel shading.
My idea for the game is to have body swapping mechanic instead of the usual RPG type thing where you build up your stats over time to go faster/jump higher/have more powerful attacks. The MC would be able to swap bodies with other people in his quest to defeat someone else that's doing the same thing. Sometimes swapping would screw you over since whomever you swap with might run off with your body leaving you stuck in a body with crappy stats that sick, weak, a child etc.
>I'm terrible at committing to things so I know not to do it for everyone's benefit.I understand where you're coming from. Life always gets in the way doesn't it? I have so many half finished projects. Or projects where I need help to finish but can't find anyone willing to help.
>In my opinion there's a night and day difference when someone is passionate about the things they create and I feel nothing for cars.I get this too. I'm not much on making ero games. Never been into lewd stuff that much. I love reading some doujin or playing a VN sometimes with the goal of fapping. But it'll never be something I want to write/program for. Just not excited about making smut. But best of luck to you.
>Pixel shading is pretty fun to learn, but animation is a mess.What resources did you use to learn this and Blender? How long did it take before you could start making stuff you felt looked decent? I've been putting off learning this stuff for over 20 years now. I really need to try it. But I can't draw and always get frustrated because anything I attempt to make looks awful.
I've never been able to transfer the images in my mind to paper or a computer screen. If I could do that I probably would have made my own game long ago. I don't like using other people's models released for free outside of testing code. It kills my enthusiasm because I know no matter how good the code is the game will never look like I want because I can't draw the cute girl or scary villain I've imagined. It's so hard to find artists that want to help out too. Even if you find one they never can draw exactly what you've imagined because they probably have a different style or thing in mind. Then I feel bad when I start requesting they make changes to what they've shown me.
No.4835
>>4834>The MC would be able to swap bodies with other people in his quest to defeat someone else that's doing the same thing. Sometimes swapping would screw you over since whomever you swap with might run off with your body leaving you stuck in a body with crappy stats that sick, weak, a child etc.I should have explained more. The body swapping would be required at points in the story to progress. Say you need to sneak into a building or talk to a NPC that hates you. You'd have to swap with someone else to gain access and convince that person to do it willingly (or sometimes unwillingly). Every body in the game would have stats that determined what abilities they have. You could swap with everyone from the local muscle guy hero to the meidos or lolis. But you'll be stuck in a weak body maybe if you do the latter. But such bodies might have abilities your original doesn't or will gain you access to places your original body couldn't go otherwise. If you aren't careful this would also cause you to lose important items you might be carrying too of course.
No.4836

>>4834>But instead I think doing what they did for Guilty Gear is the way to go. Where you make something in 3D then style it to look 2D with cel shading.You should probably give this a watch.
This is definitely the way to go if you don't want to spend 20 years drawing sprite animations. It takes true skill, passion and time to make 2D animation. If only time was limitless...
>My idea for the game is to have body swapping mechanic instead of the usual RPG type thingThat stuff is awesome. It's usually just a gimmick on a side character and not the central theme of a game. The only one I can think of is Messiah.
>What resources did you use to learn this and Blender? I learned most of the stuff from making private mods for games. I didn't intend for them to stay private, I just never finished anything. First time I ever opened a 3D editing program was Japanese one called Metasequoia for Artificial Girl 3 modding to make certain body parts bigger. For sprite stuff I "learned" by editing sprites for Elona and Stardew Valley and some other games I can't remember. I wasn't creating things from scratch, just sort of copying the template and I sort of know what to do as a result.
Youtube is probably the way to go these days to learn stuff, and then when you get the basics you can consider the paid tutorials. (you can pirate paid tutorials)
I remember FlippedNormals being a decent channel for 3D stuff, but I'm sure there's better out there these days.
>What resources did you use to learn this and Blender? I'm quite far from decent and still in the process of learning. I still haven't made a skeleton from scratch yet, but I know how they work and similarly for animation.
If you start with game modding you have a good 'base' to work with and you can modify it to see how things work almost in realtime. It's the video game version of taking a machine apart and re-assembling it.
>I've never been able to transfer the images in my mind to paper or a computer screen. If I could do that I probably would have made my own game long ago.Yeah, I know what you mean. I feel I'm only able to pursue this now because of all the prebuilt stuff for UE5 and perhaps AI assistance.
Ah yeah, there's AI for 3D models, but the topology is so bad that you need a human to clean it up. But cleaning it up is the awful monotonous part...
No.4837
Also for 3D there are a lot of semi-autonomous tools that can give you "good enough" results. This includes retopology, but for my purposes it's far from ideal since it doesn't know what muscles are and such. There are Blender scripts, free and paid, to automate the creation of skeletons and to assist with animation. There is also a host of 3D software to make things go more smoothly.
Oh yeah, programs. That's the main issue with learning 3D. You need to learn a bunch of them, although less so these days. People have been doing a really good job at converting blender into an 'everything' program, but most 3D modelers use a lot of programs and you need to learn the hotkeys for each one if you want to do it quickly.
But again, Blender is a 'good enough' thing probably. Sculpting is still better in zBrush and texturing is better in Substance Painter and animation is probably better in Maya or something else. UV Mapping is awful in blender and I hate it, so I use something called RizomUV.
I tried Topogun for retoplogizing but I didn't really like it.
Blender scripts that people create (and sell) are basically a microcosm of 3D software itself. You need to become familiar with a dozen different things and that's probably the biggest hurdle for 3D. In the past there were separate 3D professions for these steps but from what I've heard of people in the industry you're often expected to know all of them these days. And if you're solo, well of course you need to know everything!
No.4852
File:3.webm (3.04 MB,1280x720)

>>2824In the middle of programming the actual gameplay now. Just added stamina & health for the player + enemy.
There's dodging, lock-on, attacking and sprinting so far.
No.4857
>>4042Because you are frustrated with the awful decisions made in modern games.
No.4909
>>3654Activate teh 900 WPM speedread and 2x speedlisten buffs.
No.5093
>>5092I'd review that foot but I don't want to kick you while you're down...
do you know the parable of the two pottery classes?
No.5094
>>5093Yeah, I know, you've commented on a previous version of the foot before. And I told you that it's a baseline, like a T pose. It has to be a bulky block so the shape can be refined later on.
> parable of the two pottery classesI do now. Makes sense.
I'm basically doing that now by retopologizing over and over again in different parts of the body. This is unfortunately not an artistic thing at all and that's why it's so slow. I'd love to go back to sculpting...
No.5095
I'm glad to see you're making progress on my suggestion from
>>3914 that I never followed up on because I didn't have any ideas myself.
No.5096
>>5094>I'm basically doing that now by retopologizing over and over again in different parts of the body.specifically the "Trying to make one perfect pot" part of the parable...
What if you tried to make a bunch of Nintendo 64 feet then some PS1 feet then some PS2 feet and then only after all that practice some Unreal Engine feet.
No.5097
>>5096Fair. Those are just low poly versions, though. It's the same basic principle of where lines need to flow. Low poly in general though is hobbyist thing people do because they can, like pixel art with limited palettes. This is a lower poly foot I was looking at, I can't remember what the source was.
>"Trying to make one perfect pot"Unfortunately it really has to be this way. I need one body that will have layers and layers of work built into it. When a VRchat or vtuber commissions a 3D model it costs thousands of dollars for a reason.
I figure I made enough warped and broken pots in the past 15 years when I messed around making bodies for game mods.
No.5098
>>5097That foot's a bit better.
No.5099
>>5098My feet can turn into that shape with the geometry it has, it just has to be sculpted...
No.5277
>>5276Try not to get too caught up in software choice when you still consider yourself to be an amateur in the craft itself, I personally think of that as unhealthy perfectionism that might just unnecessarily slow you down.
If you're already at a point at which using Blender feels at least somewhat comfortable to you, I think it might be more beneficial to stick with it for its much more accessible learning resources and then check out other software later on when you can use comparison to adapt to it, like searching "How to subsurface mod in Maya" if the name is different there.
No.5278
>>5277Oh, I have little experience doing any animation/rigging in blender so either way I'd have to learn stuff. I'm kind of annoyed by how blender does some stuff like poly groups so maybe Maya does a better job. I might as well do the learning process with the program I'll be using in the end, and something like "live" support of making modifications inside Maya while UE5 is loaded is huge.
In the end it means I need to know 8 programs instead of 7 or whatever. This is just how it goes. I'll still be doing sculpting/texturing/UV mapping/etc in other programs so it's not THAT much to learn.
No.5298
Decided to look at a bunch of models that people made that I downloaded a year ago off a 3D model site I can't remember... Anyway was surprised to see of the 15 models I downloaded 13 of them used the same feet. Guess everyone shares the hatred of making feet topology. I'm almost done with them, though...
No.5299
Need to learn Marvelous Designer, too. Bleh. Well, should be a lot less work than learning animation since it's supposed to streamline stuff via physics.
No.5300
Wait, what do people use to make environments? Bleh. I bet it's in Unreal Engine itself.
No.5361
today i wanted to sit down and make some neat skills in rpgmaker but instead got caught trying to make a duplicating monkey for 16 hours
now im going to bed and i still dont have a duplicating monkey
No.5578
Mr. 3D maker Anonymous sir, I have a request that I think will benefit Kissu as a whole and might not be all too difficult to whip up on the side.
Koupen model for use in those Source Engine game threads that I never participate in.