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File:dreamin.png (584.46 KB,886x720)

 No.2729[Last50 Posts]

Is anyone else thinking or already in the process of making their own video game? It's getting easier and easier with stuff like RPGMaker or Unreal and the knowledge is out there in many forms. Not to mention the AI assistance out there, although people shouldn't rely on that and should I think it should instead be used to plug holes with lots of supervision.
Of course the flipside of that is that there's a ton of them being released all the time so you need to stand out. Personally, I think kissu has people that could make such things.
If you are you can use this thread to blog or talk about things relating to it!

 No.2730

File:a_sam_ko_ [2024-05-01 11ː1….jpg (256.62 KB,1048x1480)

I would kill to be able to drop everything I'm doing and have my primary goal be game dev, but alas I have work and my primary secondary task is to make sure I learn JP enough to be in a good position to read raws or get an N1 certificate.

Although once that's done I really want to start doing something with all the ideas I've had floating around my head for various games that I've either collected in my head or written down, which are far fewer than the random thoughts that have come and passed. Probably want a notepad I can just jot them down on whenever they pop up, really. Making something out of them just seems like the most fun thing in the world to me. Although I'm more prone towards wanting to avoid AI because I want to understand everything from the ground up, though maybe for the practicality of making something with limited time that's a luxury.

If someone ever wanted to make a metroidvania I'd always be glad to help out with the level design because I think that more than anything I want to make my perfectly envisioned world that's interconnected in the maximum possible ways that can lead to the most fun discovery process of anything out there.

 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.2734

File:111111.mp4 (3.79 MB,1920x1080)

I messed around in godot for a while, made a very basic traditional roguelike thingy. Got vision implemented (stolen from elsewhere though, wanted another vision algorithm but that one I'd have to adapt to gdscript and I'm not at that level), basic monster AI, item generation on said monsters. Basic ui and inventory stuff like picking up/dropping/equipping too, although dropping broke after I updated godot and I don't feel like fixing it right now.
Can't say I had anything concrete in mind other than something similar to elona/now elin. It was fun messing around though and getting at least some idea of programming (or scripting? whatever).
If I do pick it up again it'd have to be another game with no graphics or audio (so either purely ui or ASCII), which personally I'm fine with but it's not something an average civilian would be interested in.

 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 programming
Yeah, 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.2737

File:9cf1d1cc358acabb8ed4b1e21f….png (8.53 MB,3056x2976)

>>2735
>>2736
me looking at you programming haters who obviously werent using a computer from lolihood

 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.2741

File:1649324646975.jpg (44.08 KB,960x540)

Yeah.
I'm in the middle of making a soulslike h-game. Spent last year relearning how to program and laying out the game's framework.
This year I'm studying art since the game'll need sprites and CGs.

 No.2742

File:45654281_p0.jpg (155.69 KB,846x1200)

>>2741
You better have rewarding H-scenes and not just ones for losing...

 No.2743

File:123456.webm (871.44 KB,1092x732)

>>2742
Oh, 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.2766

File:belly.mp4 (1.21 MB,1920x1080)

Topology is important! This is like a giant puzzle of trying to line stuff up, but this clip demonstrates what I'm trying to accomplish. If you have a simple grid pattern, which is what you see on like 99% of porn 3D models, you can't deform it very well or it's very inefficient.
The first two loop cuts I make that are vertical is the usual layout for torso, adding more polygons as the line goes upwards and extends to the arms, which is unnecessary and may cause issues. BUT I made the polygon path curve inward with a C shape and that means I'm only adding more polygons to the belly, where high density is needed when it's big!
I'm trying to have a whole bunch of regions like this including muscles and it's quite frustrating at times. There's still a lot more work and refining to do, but I can do it!

 No.2767

>>2766
HUGE boobers

 No.2768

>>2767
I want them to have enough polygons that they still have smooth geometry at at 2-3x that size hehehe

 No.2823

File:NewCanvas39.png (1.53 MB,3456x3288)

>>2743
Since 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.2824

File:NewCanvas30.png (726.06 KB,2008x1284)

>>2823
Some kuso heads I drew as practice.

 No.2825

>>2824
snail

 No.2826

>>2729
my 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

File:C-1743963835557.png (267.78 KB,736x568)

>>2823
>>2824
The 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

>>2835
what the FUCK did anonymous MEAN by this

 No.2838

>>2836
what the FUCK did anonymous MEAN by this

 No.2839

>>2838
he made a typo and wrote "thY" instead of "that" he's asking a question

 No.2840

>>2836
Your mum.

 No.2858

File:blender_oPmYcpFVyF.png (225.65 KB,743x632)

Downloaded a bunch of tutorials, but I'm not sure when I'll make the time to watch them. It's not that I'm busy, it's just that it's hard for me to stay focused.
It feels like sometimes the tutorial creators are padding it to run up the time, so maybe I should look at ratings or popularity of the videos to see what's worthwhile.

Anyway, I've been doing the retopologizing thing again and it's not as painful as it used to be. I think I'm starting to see quads in my dreams. I don't even know if I'll keep this geometry, but it's legitimately fun to try and puzzle out the shapes.

 No.2859

File:2024-01-24_18-24-05.mp4 (8.62 MB,1920x1080)

>>2729
Been learning vulkan mostly

 No.2860

File:spinner.mp4 (1.45 MB,922x788)

>>2859
Been 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

>>2860
mostly 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

>>2911
I 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

>>2911
I 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

>>2932
I 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.3151

File:blender_yLy2EeQO3M.png (232.87 KB,1258x841)

Hand topology makes me want to cry. I understand that humans hands are one of the most complex things in the known universe, but a 3D imitation shouldn't be this annoying.
I guess this just shows my inexperience of touching hands in 3D stuff since in my days of modding and sculpting for fun I focused on the more fun parts of the body. Do people even pay attention to hands in games? I'm not sure they do.

 No.3169

>>3151
I 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

>>2729
I 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

>>2834
Yea, 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?view
https://8chan.moe/ic/res/8.html

 No.3654

File:1516216722297.jpg (28.92 KB,665x574)

So many skills to learn if I want to solo dev, and unfortunately I don't really want to make simple games. Can I get a hyperbolic dev chamber please

 No.3655

>>3654
>Can I get a hyperbolic dev chamber please
I'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

File:video0001-0250.mp4 (4.15 MB,1920x1080)

>>3655
I 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.3657

>>3656
very nice donuts

 No.3911

File:blender_OPxeD90OWY.png (230.98 KB,655x769)

>>3656
> I did some tutorial years ago but forgot everything. Did the donut tutorial recently as a refresher and promptly forgot most everything again

Yeah, 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 aiahnsduiosahndu9iashnu9dasidhuasiodhnaosui I HATE TOPOLOGY

 No.3912

File:93f273cbf40befb82ec93a39b3….jpg (333.8 KB,2048x1518)

Thinking about it? Constantly. Getting stuff done? Not so much. I've started multiple game projects over the years and no matter how small I try to make them I always run out of steam after spending a couple of weeks on a crude prototype.
Doesn't help that I liked working with Unity, after their pricing model bullshit a couple of years ago I kinda lost all respect for the company and don't want to open the engine anymore. I should really try to get into Godot or Unreal.
This was a rant but some day I'll publish something, even if it's just a tiny project, I promise.

 No.3914

>>3912
Please make a game about feet

 No.3915

When thinking about game dev for more puzzle games in this age of data mining warriors, I wonder how Noita remains one of the few games that can't really have its most cryptic puzzle solved by any of the many attempts at datamining that have been done and how other devs can learn from this to make the secrets of their games more of a secret.

 No.3993

>>3914
What 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

>>2729
what 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.4044

File:6565656.jpeg (29.79 MB,5256x6742)

>>4042
It's a white people thing. You wouldn't get it.

 No.4045

File:FghqbBzaAAAVMXs.jpg (290 KB,1500x1500)

>>4042
You 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.

>>4044
Asia's arguably better at it nowadays.

 No.4046

File:erika doubt.png (12.7 KB,201x200)

>>4045
>you wouldn't because you have a slave mentality and think that everything you work on must be for the sake of others

no, 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 others
Every 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

File:16508761_268007773633011_8….jpg (72.46 KB,850x850)

>>4047
If 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...

>>4048
this 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

>>4049
I 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.4052

File:063aa112e3f719ec5c744d0409….jpg (227.83 KB,1403x992)

>>4049
Why do I keep someone mention this name every few months? I have no idea who it is and it's only ever used negatively. Is it just some guy nameshaming himself for attention? Am I better off not knowing?

 No.4053

File:__roon_azur_lane_drawn_by_….png (20.25 MB,3024x4032)

>>4052
there's an anon with a distinct posting style that everyone apparently can spot when he is posting.

 No.4060

File:[Erai-raws] Uma Musume - C….jpg (181.77 KB,1920x1080)

>>4042
The 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

>>4068
Yeah, 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

File:1415402801644.png (16.51 KB,400x400)

>>4071
Tbh 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...

>>4068
yeah, 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

>>4073
an adroit carnegian toying with the hearts of men yet unable to access the feelings within

 No.4077

File:Blood on the Tracks v01 (2….jpg (2.85 MB,3004x2048)

>>4073
Your 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.4078

File:23172929_133905704035095_3….jpg (31.9 KB,720x612)

>>4077
so what game are you making?

 No.4079

>>4078
Outlined 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.4080

File:I_hate_you.webm (1.6 MB,1920x1080)

>>4073
Ewww, you use Reddit?

 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

>>4042
Because you want to.

>>4050
The 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.

>>4073
I mean this in the nicest way possible, but you sound severely mentally ill and should probably get help.

 No.4670

File:blender_PFs7T07Bng.png (265.24 KB,1046x1113)

Alright, I got back to retopologizing. I hate it so much.
The knees are so complicated with different muscle groups and tendons meeting here, but it can be a shape just as appealing as armpits for that very reason.
I must persevere! And yes, it is I, the person that laments the P shaped bodies! I am practicing what I preach! Everyone else makes tube legs of straight horizontal grids! I must struggle and bring forth change!

I'm sure this is going to be a pain to animate and make clothing for, which is why people do the grid shapes, but my priority is having musculature that can morph and twist and be animated instead of static. The back of the knee itself is a grid at least and that has the most extreme warping for animation.

 No.4671

>>4670
Does this leg belong to anyone?

 No.4672

>>4671
Nope, 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

>>4672
I'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

>>4673
Nope, 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

>>4046
This 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

File:blender_o48UVzIadh.png (394.05 KB,1200x956)

>>4670
It'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 VIELIVELIVELVIEILVIELIVELIIELIVILIL

 No.4831

File:blegh.mp4 (7.03 MB,1920x1080)

>>4830
This 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
>>4831
Do 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

>>4832
I 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

>>4833
I 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 thing
That 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)

>>2824
In 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

>>4042
Because you are frustrated with the awful decisions made in modern games.

 No.4909

>>3654
Activate teh 900 WPM speedread and 2x speedlisten buffs.

 No.5092

File:FUCK FEET.png (535.76 KB,931x1196)

I have spent a couple hours each day the past week staring at feet. My 3D model, anatomy guides and 2D images on /ec/ and stuff I've saved over the years.
I guess I have a new appreciation and hatred for them. They're too freaking complicated! Turning them into quad geometry VERY FRUSTRATING. I might have developed a mild foot fetish from staring at this stuff for so long again. I wonder if it will go away over time or if I'm screwed now.
I did finish the legs last month at least and I've become even better at "sensing" line flow so I'll probably go back to other parts of the body to do some geometry refreshing. I can see the light at the end of the tunnel!
But.. I have something to say...
*ahem*
FUCK FEET!

 No.5093

>>5092
I'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

>>5093
Yeah, 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 classes
I 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

File:blender_G9M9IapwHp.png (288.8 KB,578x662)

>>5096
Fair. 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

>>5097
That foot's a bit better.

 No.5099

>>5098
My feet can turn into that shape with the geometry it has, it just has to be sculpted...

 No.5276

File:20231214_newposedriverconn….jpg (146.85 KB,1920x1080)

After doing some research, it seems that Maya is unfortunately still the premier and favored way to create animations for games. Apparently there's even a direct pipeline to UE5 so that you can make changes semi-"live" which would not be possible with blender or other software.
BLEGH I DON'T WANT TO LEARN YET ANOTHER 3D PROGRAM ARARRRGNAUJISNDHASDNAISJKDNASILODAS

Well, I guess this will occupy me for some time. Maya seems somewhat similar to 3DS Max at least and I have some leftover rudimentary knowledge from that one a decade ago.
The worst part of the 3D creation process is needing to learn so many different programs...

 No.5277

>>5276
Try 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

>>5277
Oh, 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.5447

File:[SubsPlease] Henjin no Sal….jpg (393.58 KB,1920x1080)

Saw somewhere, can't remember where (severe lack of sleep) that one of those 3D gachas, uhh...it had some military sci-fi-ish setting, anyway the characters have 100k polies. That makes me feel a lot better about the plans I have.
People play these things on smartphones, so obviously making an ero game for PC will have better specs. It's truly the case that poly count obsession is a thing of the past, within reason.
But, damn, how does a gacha character have 100k polygons? They're sticks with minimal detail. Must be a clothing inefficiency thing because I can't think of anything else.

 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.




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