eh, idk. this is only really an issue thats going to affect people who get successful or far-reaching games, most devs that I know just be happy if anyone plays what they make, good or bad. annoying entitled gamers are a vocal minority that thankfully most ppl arent successful enough to deal with
Posts by Hayden B
the good thing is that you dont really have to listen to people or respect their standards. At least, if you're making the game for yourself and your specific target audience in mind. complaining about success feels really pointless
he likes playing with his food
quick soundwave test before rigging shockwave
#transformersprime #soundwave #laserbeak #animation
Starscream VRChat Avatar commission - I love how he turned out, and im very proud of the 3d-ish looking flat bits on his back piece. #transformers #3dmodel #maccadam #vrchatavatar #vrchat #fullbodytrackingvrchat #quest3s #finishedcommission #transformersEarthspark #ESStarscream
really have time or make enough money to care. Its like someone who works in a corporate owned michelin resturant going to a family owned business and complaining there arent truffles and saffron on a burger. Most people do not really care
to be noticably jagged when you zoom in on it. I do agree that a lot of vrchat modellers are less experienced, but it just feels like punching down for someone who has a cushy industry job and who gets paid to make sure the models are optimized. industry ppl like to critisize freelancers who dont
take 40 hours to make and a model that has 100k polygons can take 5. polygons are not a guage of the actual quality of a model - oftenly a model with 60k is going to have a lot of tris bc the smoothness is more important to the person using it - compared to an optimized model that is going
less polygons doesnt always mean its quicker, neither does it actually make much of a difference for the outcome. When you're working with subdivisions, you are not hand-placing every single polygon, you're more just giving a guide for the computer to smooth it out. A model that has 10k polygons can
rose.systems/animalist
123 animals listed
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i probably couldve pulled up more fish if i remembered fish existed, i dont remember a lot of birds
Blueberri! VS. The Mole Queen! Reanimated!
Recent model commission done for a client of a TF OC Design! wanted to do something different for the second render too lol
thank u and enjoy!!
#Transformers #TransformersArt #Blender3D #3DArt
talked to make avatars to only really use in private instances with 2-3 people anyways
as someone who does avatars and normally keeps the entire model under 60k with the clothing and accessories - get off peoples back. We are not industry people, we do not get paid enough to have the time to make things optimized as possible.
I keep things optimized, but other vrchat creators ive
I understand that feeling of hopelessness, probably not to the same extent at all, but I can imagine its very upsetting.. wishing the best for you
:D
for me, at least, its helped me figure out the "feel" a bit to just have some very basic done-in-5-minute animations, tbh my game is more of an action platformer so its very different for something that doesnt rely on animations as much, depends what you're doing of course
from the polish in the visuals and animations and rarely like anything gameplay wise, a game could have the best character controller but if its a capsule it'll fall flat compared to a very basically animated character
so maybe that would help? even if its basic basic
i have been feeling that myself with my current project too, its hard to actually show other ppl why something is actually really cool and unique - i feel like once you have animations of any quality it normally kinda seals the deal? but still.. a lot of the perceived quality of a game is actually
A low-res, VHS-filtered pixel-styled 3D render of a harsh mountain road curving around a steep cliff, all cut from dark purple rock. Overhead is a harsh blend of purple clouds against a red sky.
running my own art through NTSC-RS just to feel something
#blender #vhs #art
I think thatโs a really good idea! I think a lot of stop motion studios currently use 3d printing a lot so itโd be a good idea imo!
Yeah thatโs really understandable, the most time consuming past definitely is the modelling itself - and yeah they are expensive unfortunately,, there are some decent cheap options! Or at least were, I guess cheap is also relative bc I had savings but nowadays itโs out of my reasonable affordability
was ages ago, so i dont have the mould anymre or time to make new ones [ver sad I cant have hobbies w/o using up all my spoons i need for work..]
also for art dolls! this prsn uses 3d printed bases- bigger prints hve less issues w/ details - but need more time/money
www.youtube.com/watch?v=N2rh...
clay doll head made from a mould
3d printed mould
something that i [eventually] wanna use my printer for, and hopefully you can get a lot of use out of this too, is that theyre really good at making moulds! I havent tried it but ive seen ppl use them as plaster moulds- I have personally made clay push moulds that worked okay for basic doll heads!
3d printed isablel
good for fursuit parts, larger art-doll skeletons - I tried to use printer for ~8in figs - didnt go too well bc details :(
my main advice is that the bigger and rounder the shapes are (and more u subdivide the model, more polies) the better! printers struggles with sharp turns (filament bunches up)
I will say!! from my experience of having (admitedly a cheap one) a 3d printer,, honestly I feel like, the time/complexity to make a model (and also any associated cad for articulating) makes it better to just stick to clay, or papercraft
I got a bit of use my printer but had more fun doing by hand
thank you! I appreciate you thinking so! and yipee!
again apologies im kinda frazzled fsdfsdfsd -
apologies if ive been confusing! thanks for having an interest though!! btw if you wanna talk more at some point feel reeach to reef out ffeel free to reach out ffsfgufdg
static rendering *can* be useful for just doing standard character modeling - but not really, a lot of AAA people will make models and then 'bake' them to get all the ambient oclcusion and stuff, i hand-paint that
older n64/ps1 games would use a lot of static renders for environments and stuff
oh, just like, for art! like a drawing but its a render of a scene - I used to do them a lot when i started out, like these I did ages ago! I'd like to use them for concept arts stuff
I think I got confused and forgot which post this was under so started talking abt unrelated things @@ my bad fdsf
much agreed! its sad to think how many skills we've already lost in society, and how even more could be lost.. its scary to think that art, making things, thought itself could be seen as some antiquated time-waster like doing math without a calculator - i dont think that'll happen, though