How should I go about creating pre-rendered backgrounds like the ones seen in Capcom games for the PS1?
Is there anything special you need to do to achieve the low-res, pixelated look like pic related?
The way I'd go about it,
Render the scene, normally as you would in any other project
Push the render into a image editor, and limit the colours used
Optionally, try to match the colours to the palette available to a machine of your choice, essentially faking colour limitation
Crashes when trying to do almost anything, you want to make a vray light m8? nah imma crash fuck off cunt. Seriously why does this garbage even exist anymore?
Its not the best i5-2500k, but like...I do these same tasks all the time. Then randomly it just decides..nope! your not using that tool or object anymore. I'm going to crash if you try doing something you've done a million times.
On the bright side, if I try to make a light using the Vray toolbar. I get an error rather than just a crash. Still doesn't help me though :\
The future of texture creation is here. I bet you losers still use Photoshop lel, meanwhile I will be painting height, color rough and metal and emiss in one fucking layer. When I get the Fantasy Knight Moodpack I will create all the Knights. They will refer to me as the Knight guy but you can refer to me as ur wurst Knightmare.
did they fix the horrible normals workflow
did they fix layer weights not having any effect on any channel except albedo
did they remove the 4k limitation
did they fix textures not updating after you re-import them
Wie sollen wir dich nennen?
Hey guys,what do you think about Steam Workshop? i really love TF2 and DoTA and i was thinking on learning 3d modeling and animation to make items for those games because i really enjoy them (and for some cash obviuosly lol),is it worth it? i want to use Blender and Gimp because they are free,any suggestion on other programs? anyone here have an item summited? how was the experience.
PS: i dont live in the US.
PS2:Englysh is my second language,so sorry for the bad english.
So I started going to an art school a month ago to study game design, they focus on teaching Maya, and solely teach you Low poly.
The teacher is terrible, there's only 2 hours per week "in school", and it's been 4 classes already and I studied simply nothing so far.
I feel scammed. In my country the tuition cost around 6k and what I get in return feels simply not enough. I don't even know how to insert an image plane properly.
I really need help, I'm so lost and unmotivated, the teacher makes Maya look so complicated, almost in a sense where it's unreachable to me. I want to study this on my own, I don't know where to start. I already have knowledge in illustration, anatomy, I'm a decent concept artist. But I also want to know how to model. The college offers talented students a job and I aim to become one of the best ones in my class. But I doubt I can achieve this by depending on what the college offers me.
Where do I start off?
> and solely teach you Low poly
> teach lowpoly
You've been mercilessly ripped of my friend.
Yes. I figured already... It's not like a can't self teach myself, I did this before. But due to major life incidents I decided I want to go to college.
I seriously doubt it's going to bring me anywhere. I need to rely on myself.
Also, is knowing how to Low poly and knowing this alone would be enough? Don't I need to know how to work with High poly as well?
It was pretty neat, but there's a few obvious fuckups.
It really breaks the immersion.
It wouldn't be bad if it wasn't really noticeable, but the errors and shit happen on things that are actually being focused on.
For example, in pic related.
Any time there's a car in the scene with a photomapped car, there's a huge difference in quality.
You can argue that it's not going to be detailed as an actual photo, but not even the lighting or the materials are remotely similar and there's a huge disparity between the two.
There's a scene with a lady walking, and she seemingly clips into another dimension.
And another with a dude using telekinesis to lift a box.
Some scenes are pretty good, and look great.
But there's a lot of scenes that just look really weird and uncanny. Not in a good way.
The concept was good, but the execution was alright at best.
>inb4 do it better, or show us your work
Overall C-, looked like a proof of concept / rough draft, not a final render.
The "aged movie reel" effects (I forget the proper term for this suite of effects) was distracting, while the color balance and so on didn't actually match FILM (it likely matched photographs or lithographs or whatever though, which is a different medium from film).
The figures looked really weird moving around, the lighting on them didn't match the surroundings, the animation was just jerky in general, everything looked really uncanny.
Opening "time machine" effect was good, though it looked a bit like something from 2007
>reading your resume
>it says you use blender
>it says you did 3D porn
>your portfolio has any number of "alien" sculpts
INTO THE TRASH IT GOES!
question about game engines. i come from udk but i had a break from it for a year or two. i hear a lot that unity 5 is great but it is not truly a capable engine out of the box and it need plugins to make it functional. then there is unreal engine 4 but it has changed a lot since udk.
as a person who is mostly interested in level design, quick putting together prototypes and has no programming skills which engine would you guys reccomend? i make my models in blender so i want my engine to work with it without any major issues
btw do you know any good tips regarding level design?
Obviously if you are coming from a UDK background you should probably just stick with UE4. From what I understand it's mostly the same.
If you are working with Blender you may have some difficulty porting things into either engine. For UE4 for example, you can use FBX but you you have to be careful about how you go about exporting. This is not an issue with the engine, but with the FBX format being shit.
i own a maya 2011 non commercial license from my time as a student. Now i wanted to try the non commercial renderman and noticed it requires maya 2015. I looked at the pricing for the subscribtion model. im a hobbyist and cannot afford 185 Dollars a month. The licenses available are just edu and professional, nothing inbetween for the enthusiast... i do not want to use cracks etc. Is there a way to run maya 2015 past 30days trial?
Remember when you could buy this, No you don't. You always have money as a struggling artist to pay the subscription..
Not entirely true. I did it and most of my friends and the best part about this when you look at subscription.
You buy it in 2016 you can use it until the end of time.
You subscribe in 2016, you can use it until your subscription ends.
Notice how one is free and one isn't.
How is subscription better?
Guys, I was wondering if anyone here has made a videogame? Specifically, an open world video game that allows you to interact with your environment, NPC's, and preferably other characters.
I was wondering how much this would cost to design something like a phone ap game that was an MMO, allowed you to congregate and chat with other players, and essentially interact with your environment? As of now, there really isn't any "quest" like content or story. The game I would like to make would be more of an interaction tool for game content and other players.
Just curious to know how difficult this would be and if I was to hire someone, how much would it cost? I do have some money to throw at this project so I'm curious to know if I should pursue the talent to make since I've never made a game before. I can do pretty much all the artwork and 3D modeling, just not any coding or phone ap stuff.
Yes, it's gonna be expensive, due to the sheer amount of the project. Making a finish software is already a hard-tasking job.
First - programmers side:
For a 2d non-mmo game a single good programmer should be enough. Move on to 3d and with an available engine a single godtier or two good programmers should be enough to make a game like portal. Moving to a 3d mmo with a large open-world. Of course a single programmer could do it, but not in any reasonable time, you'd need more, you'd need(even if they have an available engine), one for the server, one for the mechanics, one for the ui, one for the player-interaction(chat servers, friend lists, etc), one for the visualization things(even though most engines have a render pipeline, you need to optimize for an mmo, because you're expecting a mass of players with different devices, so you need to optimize for the majority), of course you need a software architect to "block-out" as 3d modellers say the code layout, classes and interactions between objects and such, you also need a project manager, so that the project doesn't become a ball of tangled shit. Depending on how optimized and high-quality of code you want you can hire different tiers of programmers, but you can't cheap out on the architect and server/client guys, software architects are one of the highest paying software development jobs and the server/client guy needs to be a very good programmer depending on how much people you assume are going to play your game, you can cheap out on the others, or hire people that can work with your engine of choice, but are not top-notch programmers.
Programming jobs usually are 3-5 times a country's average job. So if you are in the USA, by a crude estimate you're gonna need:
Software architect - 100k, client/server coder - 80k-100k, manager - 60k-80k, four other code monkeys - 50k-80k. Basically anything between 440k and 660k yearly for at least 6 months to an year, but you gotta prepare for a minimum year.
Second - graphical side.
This is debatable and very variable, but I'd say an estimated cost for a game like Rose online, you know cartoony, artsy not very realistic and not very high-poly models(you said a mobile game). 3 modellers and 1 ui/concept artist. You know the prices here.
And finally a sound designer and a musician. You can buy the soundtrack from a producer/musician for a price, but you need a sound designer, usually 1.5-3 times the average wave of any country.
For the game you are describing, one or two good programmers could do it, but your description is not very thorough. Is there fighting, what is it, is it an rpg, fps, is it just a social game. Have you thought about servers, you need to rent servers, how many people would play it, your programmer needs to know how many people at any given time would play it, if he needs to build the infrastructure so that it's expandable, how much bytes for a packet, in what timeframe will the server recalculate.
I'm trying to create an architectural visualization of a building exterior with a glazed storefront, but I don't want to model the inside. Instead, I want to apply a material on the windows that will give the illusion of an interior. What settings would this material need to have to achieve such an effect?
Materials arent magic, how do you expect this to work? Just plaster in some images or billboards. You can put frosted glass in front if you need closer shots, that'll obscure the shitty interior a bit. But at that point you're better off just modelling it.
I've been tasked with creating a rolling tumbleweed animation but have no clue where to start. How would you even model something like this?
I don't understand the problem here.
The tumbleweed can be a simple irregular sphere, the texure is important and would have be a stick-like affair with alpha channel,
Animation is just moving and rotating the sphere , whilst recording it.
Hey does anyone use Form Z in the real world?
It seems retarded, but it's free, so is it worth learning?
Seems to be a very crippled version for trial purposes. No thanks!
Other than that Form Z Pro looks quite like THE killer app for archviz or archCAD. Its apparently much artist oriented with its design tools.
You can build a house with walls, doors and windows or even complex shapes within minutes.
A shame I'm not into architecture that much myself.
Just started rendering. It's going to take 2 days to finish.
What's everyone's render times? I know it depends on the project but fuck. I need to get on network rendering if this is the case.
For a still, I render out a few frames so I can average out the noise.
That takes anywhere from like 6-12 hours depending on the project.
My computer isn't really built for this kind of shit, but it's not really a big deal for me.
Just render that shit overnight, go to class, and have it done when I come back.