[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG

Search:


View post   

>> No.495223 [View]

I was involved a couple of years ago as a sort of co-manager, but we never made it very far, obviously. It didn't help that I was in school most of the time, either. Now, however, I have more than enough time to dedicate to something like this, so I'm more than happy to volunteer.

>> No.473582 [DELETED]  [View]
File: 89 KB, 640x480, 1373793876510.jpg [View same] [iqdb] [saucenao] [google]
473582

So I've been approved to be a third party Nintendo developer, and I've got the majority of my game set so far. It'll be based on polygon art for the most part, and I figure that I can draw anything I need to in photoshop. This is the issue, though.

Of the software I'm using, I don't own 3DS Max, Photoshop, or Visual Studio 2013 Professional. I DO own Unity Pro, Shaderforge, and some other software I probably shouldn't mention for security.

I know that if one were to look VERY closely in a compiled unity game, they might find some data from headers inside the various files I used. My main concern is Photoshop, since it leaves this whole "HEY YOU GUYS I'M A PICTURE SAVED FROM PHOTOSHOP LOOK PHOTOSHOP GUYS" in each file you save with it. I could hex edit the photoshop parts out of the files, but that'd probably be more work than the entire game combined.

As for 3DS Max and Visual Studio, though, I'm confident that Visual Studio doesn't leave much behind, but what about models in 3DS Max?

Either way, it's gonna come down to "Will anyone notice if I used cracked versions of these softwares?" I guess there is the chance that they ask which tools I used, but I could just say I used some shit like blender for the models and gimp for the textures, and monodevelop for the code.

>> No.457209 [View]
File: 52 KB, 295x460, 1376880369644.jpg [View same] [iqdb] [saucenao] [google]
457209

Hey /3/, can I trust you to help me out without any bullshit?

I've created hair in Maya using curves and the nHair tool. It looks exactly the way I want it when I render it, but I can't figure out how to convert the entire static hair system into an optimized mesh for game engines.

Can someone point me in the right direction?

>> No.451365 [View]

>>451360
I just happened to be watching breaking bad on another window, and I was too lazy to edit that channel out for the video.

>> No.451345 [View]
File: 1.08 MB, 640x480, link.gif [View same] [iqdb] [saucenao] [google]
451345

Hey, it's me again! Just thought I'd show you guys the progress I've made on my game. Youtube link is here: http://youtu.be/MgjbBOk3DVs

What do you guys think?

>> No.451210 [View]

>>451201
I didn't even look at the file after I exported it, I assumed blender would have done a good job. Looks like I assumed wrong.

>> No.451195 [View]

>>451191
Lucky for you, I specialize in creating boobs, even if I'm required to do it in Blender. Just tell me when you need me to do them. I'm currently stuck right now with modeling, I have to recreate a few house environments for my game, and I can't figure out where to start. Making boobs would really help ease the stress.

>> No.451138 [View]

>>451136
Alrighty, I'll contact you sometime next month.

>> No.451133 [View]

>>451116
I'm gonna go ahead and give myself a trip now.

I really want to test it out. If i can just make/edit the heads in 3DS Max and re-export them using blender, that makes everything so much easier. If not, I'll use Blender anyways.

Here's a blender file for you to try:

https://dl.dropboxusercontent.com/u/7798320/MidnaHead_Scene.obj

>> No.436083 [View]

>>436025
Is that EVE from wall-e?

>> No.410806 [View]

Source filmmaker is a pretty unique animation tool. You have to do all of the work yourself, for one, unless you plan on using the preset animations for the characters that come with the engine(s) you're using. Really, here are the pros and cons of using SFM:

Pros:

1. You can use the maps with the beautiful lighting that comes with Hammer
2. You can download and use models from Garry's mod and animate those, if you want, or create your own and rig/animate using a preexisting skeleton
3. Lots of cool and easy to use lighting tools, volume lighting is incredibly easy and one of my favorite. You can even set the lights to be a negative number to suck the light out of a scene.
4. Phonemes are incredibly easy to do in SFM. Incredibly easy.

Cons:

1. Not much versatility. What you get is what you get, and there isn't much you can change. The new source engine looks great, but you're limited to what the source engine can do.
2. Like you said, there's no such thing as collision unless you're in game mode, and you have to know the commands to spawn the objects you want in the engine you're using. So far, you're limited to tf2, and you can't do much with even that.
3. All the animation, and I mean ALL the animation, unless it's material animation, involves hard work on your end. No way around that.

Those are a few of the pros and cons. I encourage you to give the program a try, it's a lot of fun. You'll have to have a basic grasp on the source engine, though, which takes time.

>> No.409008 [View]

>>408989
What program are you using?

>> No.406000 [View]

I'm doing compositions in AE and 3DS Max.

Gimme something to do, come on.

>> No.405976 [View]
File: 829 KB, 1168x992, Loogey.jpg [View same] [iqdb] [saucenao] [google]
405976

What should loogey do next

>> No.405616 [View]

>>405613
fuck, that's a nice pepper

>> No.401631 [View]

Subdivision modeling is just throwing on a turbosmooth, right?

>> No.401444 [View]

>>401397
Thanks for these, they've already helped. I'll redo the guitar, then. It didn't take long, anyways.

>> No.401240 [View]

>>401238
Smaller for sure.

>> No.401237 [View]

Nevermind, I got it.

>> No.401235 [View]
File: 51 KB, 954x543, STuck.png [View same] [iqdb] [saucenao] [google]
401235

Alright, I'm officially stuck. Don't know how to make the top part. I've tried drawing it out and attaching it, which led to fucked up geometry and/or normals, and I tried extruding it like I would with a character, which led to fucked up geometry/normals.

I'm gonna keep at it, I guess.

>> No.401222 [View]
File: 85 KB, 952x544, Guitar wip 2.png [View same] [iqdb] [saucenao] [google]
401222

>>401214
>>401220
Thanks for the feedback. I'll get to work on those. Here's what I got done in the next half hour or so. Something came up and I had to spend some time with family.

I'm gonna work on the...whatever the top part's called next.

>> No.401120 [View]

>>401109
I guess that works. Gimme a day and I'll have it done.

>> No.401104 [View]

>>401087
I don' t see it. Maybe it's not there anymore. I also don't use Blender. I tried to, but it didn't work out.

>>401093
Can you give me a higher res image? Otherwise, I'll get right to work on it.

>> No.400700 [View]

>>400602
I personally use Max and Maya, and can do anything I can do in one in both of them, even animation, though it takes longer to get the same result in Max.

Does that make me a hobbyist?

Navigation
View posts[+24][+48][+96]