Sunday, March 1, 2015

Messing around with 3d

Messed around with some 3d today and yesterday, for the fun of it. Result is pretty rough since I haven't done a model or used the software for like..3 years, but it was fun. Maybe this time I'll remember what I learned so I don't have to start from scratch every time -__-




















































I didn't really get to texturing the body or all of the hair, on this one, but I think the head is fairly
representative of the style. I'll probably try a more detailed model, when I have the time.

Basically, If I ever made a 3d game I'd use low-poly models (maybe lower than this), and I wouldn't use real-time lighting, but rather flat colors and shadows drawn right onto the model as textures. Think Megaman Legends, basically. I figure that trying to go for realism would not only be beyond my abilities, but impractical for a one-man project.

Initially I figured it would be neat to do pixel art textures, but in some ways it's actually harder, because the UVmapping has to be perfect -___-

49 comments:

  1. I must admit that it looks pretty damn good

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  2. Ooooh, I like it. Is it rigged yet? And what software you got? I'd love to get a chance to download and animate it, : P.

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  3. It remind me of the way the graphics of iji were made...

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  4. Yea. Better post some random offtopic minor 3d stuff instead of you work. GG

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    1. Yeah i like seeing very frequently stuff, even random offtopic, instead of a developer who is dead for half a year :D

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    2. What he does on his own time is none of your business. It really isn't. Even if you pre-ordered. You knew the risks involved with preordering, and given that every game nowadays is either preorder or open beta, this is nothing new. He could be trying to flick peanuts into his mouth by springboarding them off his own dick and it doesn't matter.

      In fact, he's been a little TOO active on his blog, and now he has idiots like you demanding more and more proof of progress every single day.

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    3. @last Anon Defending someone has its limit and you obviously exceeded that with your meaningless insults. You are no way better than the other anon.

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  5. It kind of looks like something from the PS1. Not bad. I do have to make a couple minor critiques, though. First, the hair really shouldn't cling to the face quite like that, I think it should hang down a little. Also, the eyes are a bit big for the face in my opinion. Again, just my opinion, I think they should be about 20-25% smaller. Otherwise, it looks all right.

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  6. Wow Mega Man Legends immediately came to mind when I saw the models. Love her face it looks really cute.

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    1. Yeah, that's kind of what I was thinking too (I'm the post directly above), but I wasn't sure if anyone else thought so too.

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  7. I think it's a good idea to practice 3D.

    You can make animations and sprite sheets from them and end up with something like the guy at Dog Factory dose.

    I'm doing something similar. I can't draw worth crap, but I find modeling/sculpting within manageable limits. I'm going for more of a traditional manga style though.

    Making a fully functional puppet takes a long time to make from scratch, but the end result leaves you with a character with limitless possibilities.

    You should re-render the above pic with a Subsurf mod and a Line art/freestyle mode :)

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  8. I was actually gonna ask you at some point if you'd consider 3D games but here's the answer I guess!
    I would really avoid any lower poly than that though tbh. Just given the style alone, it only just does the model justice and any lower would be unacceptable in my opinion. You've clearly got something else on your hands so I know it's a pre-emptive warning but do NOT tackle/think about a 3D task on your own. Sorry, you can do and that's fine, however just given your requirements and just how you work alone on even 2D games, I wouldn't recommend such a gamble on your current wealth unless you have help.

    Just my thoughts on what I think though. I'm no experienced industry mastermind or anything so my advice could be thrown out the window completely but I'd hope it's logical. Just be cautious but brave.

    Side note: "I figure that trying to go for realism would not only be beyond my abilities, but impractical for a one-man project."

    To me, as mentioned, a one man project for a 3D game is quite obviously impractical in the first place but do NOT ever think that something is beyond your abilities. Of course you've got to start small but thinking something's impossible is how people prevent their improvement already. Can't do realism? You can if you want to. It's about the will to learn I hope you won't forget. Set a goal. If you beat that goal: set another. We don't improve by referencing what we already know. You know all this I'm sure but try to cut back from any form of negativity, no matter how small.

    http://www.gamedev.life/coding-resources/

    In case you/anyone's interested, here's a website filled with plenty of resources and game devs helping each other out in any way possible. You don't have to look into the community but the resources are always there for all... (coding, art, sound, modding, business, etc...)

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    1. I think a 3d project is perfectly viable. I've tried Unity before, and the programming was fairly simple. I would be approaching environments in the same way I would approach tile sets in a 2d game, basically. I would be going for simplicity.

      As for realism, for one thing, I have no interest in making realistic graphics. I prefer stylized characters. Beyond that, though, even for a small team, realistic graphics are less practical, and more expensive. I'd much rather develop styles and methods that allow me to work alone, and then expand on that if I work with more people.

      As for when I'd do it, I would only try and make a 3d game if I had a year or two of money saved up, and I could take that time to put a lot of effort into learning. If not, it's probably something I'd do on the side every now and again.

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    2. For more realistic style i would go for ue4 tho that would force you to learn c++ and visual studio pro. But for project that you are thinking I think Unity is the best option. Unitys rendering engine isn't great for realistic style and it has some serious performance issues but your project wouldn't be so demanding that Unity couldn't handle it.

      I recommend looking into Polycount.com and Gameartisan.org. they are both gameart communities. Here is a lowpoly thread from polycount http://www.polycount.com/forum/showthread.php?t=41232

      great reference for this kind of stuff

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    3. OP Anon here:

      Sorry, I never intended to say that you should actually make a realistic game. What I meant to imply was that when it comes to all forms of creativity we know about, realism and it's references are our greatest teachers.
      It doesn't matter what you look at, no matter how original or creative it is, the person who made it would not have been able to make it without influence no matter how small.
      I've seen people with the most bizarre and stylised art out there (oops, I was talking about art there without indication) but all of their lessons and skills have been thanks to studying real anatomy and pictures.

      There are a lot of people out there who underestimate or misunderstand the concept of taking inspiration from real subjects. Some people think people do it so they can draw photo-realistic pictures or perfectly formed human beings. It's not really the point (except for some) and that's kind of what I was getting at.

      Anyway, if you're confident that it's an easy one man job for 3D then I need to shut my trap lmao. If you have the confidence for it then what the hell was I even worried about? Keep up the progress though, alright?

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    4. Yes, but there's a difference between learning from it, and trying to replicate it, when it comes to 3d.

      Yes, you should know how a realistic building looks, even when modeling a cartoony building, but trying to replicate it realistically in 3d is an entirely different set of skills, some of which wouldn't actually benefit a less realistic style, and it would be time I could have been spending practicing skills that are more relevant to a stylized aesthetic.

      Basically the way I see it is, I'm never going to do a realistic game by myself, because even if I had the technical (software and experience) skills, it would take too long for me to make something, and it wouldn't age well. In the time it takes to learn those technical skills, and make something, I could learn AND become great at a more stylized aesthetic which would age much better.

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  9. This is cool and all...

    But what about Noaika? It's cool to develop in other areas, but what about the game we're waiting for?

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    1. Game development is my full time job, but full time doesn't mean all day. Generally when I spent 5-6 hours on some annoying programming problem (of which there have been way too many lately), by the end of it I just want to do something else for a while.

      With Noaika, I just don't really have anything I want to show off. I like it when everything the player experiences is unexpected.

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    2. Also, part of that was just sort of directed at everyone, I realize you never really suggested that I shouldn't have free time -__-

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    3. What?! Developers don`t spend all their waking hours working on their games? They have lives and needs?! Preposterous!

      Just kidding, but yeah i hate bugs like that, feels like bashing my head against a brick wall and the time just vanishes.

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    4. Yeah... I guess that makes sense...

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  10. just in case you did not here they decided to scrap the no porn rule

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  11. 3D porn game is rarer and would be interesting to see from ya.

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    1. I agree. I think it could definitely work nicely.

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  12. Real-time lighting isn't that hard, actually! It may be if you're trying to do some state-of-the-art thing but even OpenGL 1.0 comes with quite a few lighting algorithms that only need some basic understanding of 3D programming to configure properly.
    I understand that it can be a bit daunting at first and it looks kinda scary but in the end it's not that big of a deal.

    The biggest tip I can offer you is to not be afraid to ask for help! If while looking through StackExchange (which you probably already do!) you don't find the answer, maybe you could try posting your issue here or in some sort of forum and get your fanbase to help you out~

    I mean, I'm sure there're quite a few followers of your blog that would be happy to do some free coding/debugging to help out an indie dev that's making great games for a niche audience and selling them at a bargain price. The least we could do is help out~ I know I would really like to.
    You shouldn't be afraid of people stealing pieces of your code either. I mean, if they can't write them from scratch they probably can't use it properly.

    Bear in mind that what I'm proposing is more geared towards purely TECHNICAL issues. I don't think it would be positive for the fanbase to get involved in gameplay coding, mostly because you could accidentally spoil stuff.

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    1. It's important for me to fix my own problems, because I need to learn to deal with them. Even when I do need help, though I have a programmer on Skype that's leagues above me, and generally more helpful and faster to ask than GM forums, so he's my go-to guy. However sometimes you can't fix a problem out of context, and it requires a lot of testing, and going over all of the code.

      As for lighting, I don't think that real-time lighting is hard, I actually just like the aesthetic of games like Megaman Legends. It's very striking. Not only that, but lights are just another step in the process, and if I were making a game by myself, I'd want to limit that kind of thing as much as possible.

      If I used real-time lighting, I'd go for something like this
      http://i.gyazo.com/4e6a8440f656d62d6021b6ff559f7706.png
      http://gyazo.com/b975c4a0fa0ec1c59f62169a10c41718
      http://i.gyazo.com/ed4510c2e52f70e031a6c30753195f6a.png

      Something cell shaded, but maybe with a bit of softness to it. I know there are ways to do scenes that doesn't require a ton of lights, but just one primary light source.

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    2. I understand! That makes sense~
      By the way, if you're going for a low-poly aesthetic, I think the sharper lighting (2nd one) would work best.
      I worked quite a bit with OpenGL and it really doesn't take much to turn a bland scene into a very interesting one just by adjusting the ambient light and putting a spotlight or two somewhere~ But I agree that it's another thing to worry about, even if it's not that big of a deal because libraries take care of everything.

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  13. https://www.unrealengine.com/blog/ue4-is-free

    Speaking of 3d engines, it seems the Unreal Engine 4 is free for anyone to use as of todau, that seems really useful for a lot of devs in the future!

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    1. I'm more concerned with ease of use than technical capability. From what I've heard, Unity is more or less the way to go in that regard.

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    2. yeah don't use unity. It is easier to use but its really similar to crayons, anyone can use it but what you can get out of professional markers and color pencils makes it a none factor

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    3. Some would say the same of Game Maker,

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    4. and they would be right?

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    5. Then I'm sorry to say that we have a much different opinion of what can be accomplished with crayons.

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  14. Well, while it's nice that you are learning new things, I sincerely hope that you won't make a 3D game. I do not mean this in a negative way, I just think 2D graphics are much more elegant than 3D. Especially yours are very pleasing to look at (beautiful pixel art).

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    1. Well, the reason why I want to make a 3d game at some point, is because there are quite a few things you can do in 3d that you can't do with 2d pixel art. But also for the simple reason that there are no 3d action hentai games. Or at least, no competent ones.

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    2. http://www.dlsite.com/ecchi-eng/work/=/product_id/RE137944.html

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    3. I don't really consider that an action game. There's no proper collision detection for attacks, and it basically boils down to an on/off attacking state that effects everything around you. Enemies all have the same AI, which is essentially little more than "go towards the player, and switch to attacking animation when near them". At most, it's like an Mmorpg style of gameplay, which generally isn't considered to be action. That said, it, and and another game I can't recall the name of are the closet, with the other being more of an action game, but with worse gameplay.

      If I made a game, I would approach it with the following goals,
      -Animations must be tied to movement. No moving around in any direction while doing a standing slash attack. If the character steps forward during an attack, it should effect movement. If the player gets hit, it should effect movement.
      -Attacks must collide with enemies based on the animation and collision masks, and enemies must react to attacks.
      -H-animations must be seamless. For example if there's an H-animation on the ground, there must be an animation of the player being pushed down. (Think getting grabbed by enemies in mainstream games)

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    4. Oh shit your right😲 After looking at it does look movement and gameplay do look like a mmorpg!
      But hold up I got one more👺 Even though it a side scroller it still count as 3d right?http://www.dlsite.com/ecchi-eng/work/=/product_id/RE070541.html

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    5. That isn't 3d, it's 2d with pre-rendered 3d sprites -__-

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  15. Hey Kyrieru what program your using for 3d? Can i have your opinion? I have a list of 3d software i'm interesting in using for game/eroge dev.
    http://www.daz3d.com/home https://www.mixamo.com/fuse http://area.autodesk.com/products/charactergenerator http://www.makehuman.org/
    So what do you think,and what do you recommend?

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    1. I don't recommend using a generator. You will have characters, but no environment, and if you use generators for everything then there will be a difference in style, and quality. The end result would be bad, and you wouldn't learn how to make anything yourself.

      I'd recommend 3ds Max. The other option is Maya, but 3ds is generally considered easier, and better for game development (from what I've heard). Blender, at least when I used it, was far more difficult than either.

      So, get 3ds Max, do every tutorial on making characters you can find, and start with low poly. The first few days of learning is always frustrating as hell, but before long you'll hit a stride, and it becomes really fun.

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    2. Thanks😸 oh wait what about poser game Dev? http://my.smithmicro.com/poser-pro-game-dev.html

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    3. Well, try all of them and use whatever you prefer.

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    4. I will try 3ds max since there a lot of tutorials. But as a aspiring game\eroge Dev,I still wanted an opinion of an actual Game\Eroge Dev. After all you got experience and three games behind your name😹


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    5. Yeah, but you could learn everything I know about modeling in a few days - . -

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    6. You can't beat Blenders prince though!

      And it's not that bad once you learn its not so friendly interface.

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    7. most use maya for the base models and then add the detail with zbrush. Its a pretty effective system.

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  16. Looks good for just starting, though that comes from someone who sucks at any kind of drawing or artistic stuff haha

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