Hello /3/ I have been learning 3D for the past two years and feel like I know enough to make a game. The issue that keeps coming up constantly is the feeling of hopelessness and failure to see the point. Over the last year I have tried to make over six games and one game in 2014. These ideas seem like great ideas to me at least and in the moment I get to work on the game. I have started more projects than I have ever finished in my life, always mid project after I make a bunch of assets or textures or start animating. Always mid project I start to get the feeling of whats the... Comment too long. Click here to view the full text.
tl:dr you're sad because you are incapable to follow through.
well I think it happens to all of us really, it always starts like you said, sounds like a great idea but then mid development the want to make the project complete is gone. I think the best way is to include people, it'll make things easier and give extra motivation to complete a project.
>>511419 Maybe my issue with working with others has more to do with the fact that they never really contributed much to the making process. The person I worked with made a couple textures and offered some valuable asset ideas, even a could models. I also think that their lack of knowledge of game development didn't help either. I definitely don't want to place all the blame on the other person when it was honestly all my fault we failed, my waxing and waning apathy killed me in the end.
I just wish there was... Comment too long. Click here to view the full text.
>>511421 hmm, well why don't you find someone who knows what they're doing. I think having the right people is key and you seem like someone who is passionate. If you want I can help you with a small game and keep that pressure which is need to finish a game.
I was discussing this with a friend. He said 3D polarized glass means a drop in vertical resolution, since you have to show both pictures at the same time. Other than that and the fact that you are wearing glasses, there seems to be no real downside.
high to low poly baking for "square" objects. i know you cant change gemoetry but i have noticed you can make it seem like the edges really are beveled and its less obvious. i find normal maps easy for baking details in a plane or something, but this im having trouble with
ive heard different stories about making edges and baking it into low poly so its not super sharp. say for example im making a door, and the details of the door is real geometry but i dont want the edges to be so sharp. what should i do in this scenario?
or another example is a fire... Comment too long. Click here to view the full text.
no im asking if i should be baking high poly to low poly normal maps for beveled edges. for example a door that has all details modeled instead of being a normal map (those innter squares that intrude and extude out) still have a high poly bake for the edges of the door. this could count for any model with hard edges like that but im using this example
Anyone using Keyshot for large environments? This is a project I did for epic games for GDC16 but looking to get more out of kshot. Also, just downloaded Maya to start learning to model. All my work is done in solid works and have never done any mesh work. Anyone recommend a good entry level pen/tablet?
>>511266 There's a 10.5x6.5 or something like that Monoprice that's usually around $40 or $50 USD on Amazon (can get it cheaper via ebay store)
I haven't ever used a Wacom or high end tablet, so maybe compared to those this sucks, but compared to a mouse it's a lot nicer for sculpting / drawing
My only trouble is my drawing skill is a little weak, it takes me a couple attempts to get a stroke with a nice straight line or even curve, and if I don't redo / correct it, these little irregular lines and curves start working into the sculpt
I'm sure there's tools in the software that help with this but I also just need to git gud. Also I need to just flat out unplug my mouse for a week or two
>>511204 >it's hard to make something without first having an idea of what I want to make
No shit. This is just fundamental to design; even (good) authors "sketch" their ideas (outlines, stream of consciousness, rough drafts of story ideas, characters, settings, etc) before they set out to write a novel.
>>511239 If you sketch in graphite and render a finished image on top of that with paint or whatever it is you like to use, you're still starting and finishing in 2D. Anyway, I'm a painter first and 3D artist second, I was just wondering if anyone outside of 3D sculptors got away with making original works with a completely 3D workflow since I meet so many 3D artists through college who don't produce any original work at all and just create stuff purely from referencing other people's work.
>>511132 People who claim these things are done in Blender are trolls. 99% of people who claim they did something like that in Blender did it in Max; the remaining 1% are fat nerds who spend all their time doing nothing but modeling in Blender in order to stick it to the man.
What's everyones thoughts on Vray and Mental Ray? Is one superior over the other or are they both good in their own unique ways? I have heard a few people say that Vray is faster than Mental Ray but on the otherhand some people swear that they are about the same. What do you guys think?
So my girlfriend left me for her childhood friend (much taller richer dude). Haven't been sober in a month, just trips to the superstore for vodka and sleep/crying.
We had been saving for a holiday, to Fiji. Pretty sure she is going with childhood friend now. The point is though, I've got some spare cash. Most of it I'm saving but i have decided I'm going to splurge and buy a new PC.
I just moved to my dads, I've been doing my 3d work on my old ass macbook (go ahead laugh i was in love) and haven't researched new tech in a while.... Comment too long. Click here to view the full text.
How would I go about replicating this effect of the light on the water in Blender? I'm relatively noobish in Blender, but I'm trying to make a skybox for a game with a city across a bay. It would be a still image, but I don't know if it would be done by modelling the surface of the water, or by applying a material to a flat plane, if that's even possible.
>>510903 I've found that if you create the surface of the water, as you would normally, and apply a decent water shader or even just glossy, it looks fine. Just set up a point light, or a spot at the correct angle, and the water will do the rest. Even better if you get a circle with the moon textured on as an emission.
>>510906 You can create the surface by using the displacement modifier with a cloud texture at a low setting. Or by going into edit mode, subdivide to a number and using the fractal option to displace vertices. Then smoothing it with a subdivision surface modifier.
Both methods produce nearly the exact same result. Pic related, Left is fractal method, right is texture displacement.
In terms of setting up materials for a game engine, I'm not totally sure. I don't use blender's game engine so I don't... Comment too long. Click here to view the full text.
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