3d models and animation are hard and boring even to make crappy ones, but little 2d gui elements that I can draw in 3 minutes are fun to do
Owen Rodriguez
i have 33 d/l's at opengameart
Chase Myers
I was thinking about doing that too. Most of the time my characters will have closed fists and their hands aren't probably going to be shown on their cose ups so I was thinking about only using 3 bones for all the fingers to be able to open and close their hands without having to rig an animate each the finger on their own.
Ethan Lopez
one bone for each joint, and it don't matter
Christian Smith
link ur work
Evan Torres
I need to clean it up but am i going in the right direction?
pls advise
Nathan Brooks
I think you will have some issues with animating because of the model's topology.
The bone structure looks ok, Maybe the start of the wrist looks a bit high. (unless you are using it as a twist bone for the arm)
Grayson Lewis
Is there anything I can do to salvage the topology or is it a case of making something from scratch?
desu I'm editing a template, I couldn't make something like this at this stage.
Cameron Martin
your topology is fine dense topology don't affect the weights, its usually more about polycount
Levi Taylor
>subdiv that's not for games. turn that shit off.
William Diaz
This is probably a stupid question, but in GM, how do I set the resolution? Is it the width/height option in room properties/settings? Do I need to set the same resolution for every single room? Why would I ever want to have different ones, won't that mess up my sprites?
Luke Sullivan
I was actually considering lowering the polycount, though I don't even know at this stage what a decent polycount is for a low poly model.
Landon Foster
Suppose I want to make a game that parodies various other video games.
What are the most iconic video game "scenes" that I could parody? (like how movies often parody Taxi Driver, The Matrix, etc)
Bentley Anderson
Has anyone here tried Crocotile 3D? Seems like it could be a great tool for easy and fast low poly modelling.
Don't you need to replace that dashboard graphic? I made pic related but couldn't catch you here. I can also give you animated shader for this.
Jaxon Cooper
for a model basic as this, 1k polygons will do
subdivision looks like but lowpoly models are usually modeled by hand
Mason Collins
Daily reminder Runescape and Minecraft, /v/'s favorite two games, were made in Java. So stop hating it on it and just like make game.
Robert Jenkins
it's double penis so it's technically dragon porn
Eli Martinez
And they both run like absolute shit?
Owen Phillips
width and height at room settings are the windows total size, if you want a huge world map for a rpg like game you can have a 10k x 10k room. Of course you don't want to show all of that all the time and you'll want to keep the window resolution to something smaller, like you too keep everything at the same size and don't mess with your graphics. That's where you use views. Google a little on that, you will love the shit you can do with them
Jace Collins
just make sure it's any entry level game from the NES era or earlier >its dangerus 2 go alone xD fug tage this >brincess is in another gastle hhehe
Anthony Smith
Any comments? I decimated it.
Liam Kelly
Actually...
Bentley Green
btw please excuse the hands, I still need to decide how to deal with fingers.
Oliver Watson
I wonder if unity finally implemented some way to go from a ragdoll back to animation without snapping. They have been promising it for years.. so far i don't see it in beta.. shit i hate doing it the hard messy way with double rigs
James Sanchez
I did a tutorial once, but his explanation of views was a bit janky.
Thanks for the explanation! I'll look into views more
David James
it don't matter, those little things are not important yet. the only thing that is interfering with animation is triangles and ngons
Brandon Young
rs runs at like silky smooth 15fps, but that doesn't matter because it's basically turn based combat
Jonathan Taylor
Okay cool, so am I in an okay position to start animating now?
My intention for this model is to just have it as a loose basis to build my animations on them reuse them for all the human characters with edits.
Lincoln Harris
>triangles and ngons are bad when will this meme end?
Angel Reed
Nice, a bg that won't get my reported for hidden vulgarity like the last one Is there a non-ant version?
>animated shader Ill try user, is it plug and play?
Robert Turner
for a beginner its not good to dabble too much on topology, it will come with practice, just move on to other basics for animation yes
Carson Phillips
Finally done with the cowgirl texyuring. I'm not too happy about her mainly because I didn't have a clear idea of what hair/face/clothes to give her so I kinda came up with things while doing the model.
Now I either rig her, move on to cat girl or go back to retexture bunny loli.
Justin Nguyen
then how do you explain the fact that ALL geometry is converted to triangles before it's put on GPU?
Jeremiah Richardson
those are two different things
a quad that is cut into 2 triangles have different shading than a triangle you made use decimate and triangulate your model and use specular and smooth shade on it and see what i mean
Luis Sanchez
shadertoy.com/view/XdKSDW Welp, glsl heroku is down. Needs some adjustments, but with shaders the size shouldn't be a problem. Not sure if it's usable with flash or whatever you used for your game.
Tyler Peterson
Yeah a lot of times GM tutorials are really bad at explaining basic stuff.
Jack Brooks
is that the topdown game?
Gabriel Moore
Are these for waifu jam? I'm loving how cute they look.
Daniel Collins
I wish but no. I barely started with the coding and modeling. I have already (almost) finished the witch game for Waifu Jam though.
I will try to have a demo ready for DD9.
Mason Ortiz
on the contrary, triangulated quad will behave exactly the same as two triangles, what you said doesn't make sense. your model editor and the game are two different things
you can fuck up any face to deform terribly, triangles and ngons have nothing to do with animation and not using them won't save you from problems. it's a subdiv modelling boogoeyman that has nothing to do with realtime models and animations
Alexander Diaz
I see, great news anyway, keep on it, user!
Charles Gray
>couple hundred untextured polys at 500x300 and 15fps requires 64MBs of RAM and a 300MHz CPU >this is good performance
lol
Nathaniel Peterson
The one with the wizard? No, I wish I was half as good as the guy making that. Mine are for a rhythm game.
Caleb Stewart
at least make her legs longer. or torso shorter
Aaron Lee
animators say to avoid them, they probably have a reason
Aiden Turner
animators say that animators say to avoid them, they probably have a reason
Isaiah Scott
why the c before the name on the bottom left logo? aside from that i like both.
Got my 4 starter spells up and running. A single target spell (flame bolt), an AOE spell (fire ball), a spell that uses a different skill (shock), and a healing spell (cure light wounds).
These 4 test almost everything, except for spells which don't require a target to cast. I expect that works, but I don't really know until I add a spell like Cure-All. Another time though.
Next up I have 3 magic tasks left before I can move on: - Characters shouldn't be able to cast spells they haven't learned - Characters have to learn spells from spellbook items (and must have the required level of mastery) - Spellbook pages shouldn't be visible if the character doesn't know any spells in that school
Ryan Moore
cute gf she's no rotate though
Nolan Stewart
looks good. could add a bit more detail to the face/head by making it slightly shaped like this.
Cooper Sanchez
please get a tripcode
Jack Moore
>Ngons and triangles can also cause some strange issues at render time. how can triangles cause problems? triangles are THE ONLY THING that GPUs can draw
>Ngons and triangles both cause issues when trying to smooth a model. not related to realtime
>Quads Are Accepted in Every Area of the Industry animators say that animators say that animators say to avoid them, they probably have a reason
Quads help with workflow. That's it. Stop parroting this shit.
Yeah, the C makes no sense. I think I've arrived at the final designs now.
Alexander Hernandez
that's subdiv. again, sudbiv is not what you see in games. in the end it won't matter how quad-correct your model is, it's gonna be turned into triangles
Brandon Wright
but lots of animation models are using subdiv when rendered it helps to make quick changes
Anthony Wright
Does having a team name/logo design make sense when you are only one guy doing all the work? I usually read people discorauging it only, but I don't want to attach my real name to my stuff.
Austin Thompson
...
Charles Jackson
Can anyone explain why my bones in blender are moving when i switch between edit and object mode? They move back and forwards quite significantly.
William Russell
You should be running your own company if you're doing this seriously (for tax reasons), and having your company be your name is a bit silly unless you're Donald Trump.
Ian Richardson
If you want investors it helps to present yourself as a "professional company" instead of "guy making digital toys in his basement".
Jacob Carter
not gamedev
Lucas Martin
iirc he was doing it because he legally needed a company to get grant money
Henry Ortiz
Yeah, it makes way more sense to me that way. Thanks for the answers.
Zachary Nelson
Do you have any bone constraints on them?
Nathan Foster
not gamedev
Hunter Clark
did you move them in pose mode?
Cooper Garcia
But then you also lose the "This was created by 1 man?" appeal, and you get sales and recognition purely on that
Jaxson Jenkins
I'm using Unity which uses HLSL (Or maybe something called CG?) >mfw converting from one language i dont know to another language i dont know
I actually dunno, this is my first time doing this to be honest.
umm, maybe. I've been moving everything in edit mode as it was the easiest/most malleable way.
Am I doing it wrong?
Julian Fisher
Only AFTER you've already gotten massively popular, and then it doesn't really matter anyway.
Anthony Gonzalez
i don't know what you wanna be doing so i can't say that it's wrong
edit mode reverts the pose to default state (hiding what you changed in pose mode). unattached bones can be moved (not only rotated) so i'm pretty sure that's what happening.
Luis Russell
because edit mode is for editing your mesh and pose mode is for posing your character.
in object mode you still get the pose mode preview
Thomas Bennett
I was thinkling on making a website with a small "About me" section. that explains a little that I work alone. I kinda have a small support team (an art guy that is supossed to help me, but never does, and guy that is amazing at bugging shit so I always use him as beta tester)
Carter Turner
I'm just trying to set up the bones at the moment. Is there any way I can just totally reset the pose position?
Gabriel Collins
no game is being made by 1 person. modern day indie still pay licenses fees and tools/assets. you are dependent on others.
Alexander Nelson
clear the pose. there might be a key for that but i'd say just go to pose mode, select all bones and press alt+r, alt+g, alt+s
Levi Gonzalez
your pose is always set to the first key if you want to clear the pose disable the armature modifier then parent the weights again when you are done editing