That video is fucking stupid. Akira doesn't have a monopoly on retrofuturism or red jackets. And comparing riding off on a bike to flying in a ship just because they're red.....Are you seriously watching that video and turning round here to say "Yes, this is storng evidence"? Really?
You've seen about two seconds of that character, that's nowhere near enough to make judgements on her personality. Just be honest and admit that you already made up your mind because you're hooked on "anti-woke" YouTube channels and websites so it had to be bad from the second she dared look like she didn't jump out of Stellar Blade.
How on earth could they possibly include audience feedback during development? That's completely unworkable. What, every time they revise a character design or a plot beat they're meant to just blab the whole thing to the audience and be like "Do you like that?" That's insane. Even if you put aside the fact that they're working with IP they're obliged to protect, even if you put aside the fact that they don't want to spoil it, it's still completely unworkable because you have no reasonable means of getting a consensus, not to mention designing your game by majority is going to result in completely uninspired, lowest common denominator slop.
You can't complain about games being designed by committee and playing it too safe because corporate wants a sure profit, and then turn around and say that the solution is to do the same thing and just swap out the execs for somehow crystallising the combined thoughts of fucking Gamers.
Who even would this "expert feedback" be? At the end of the day that's still going to be someone's subjective opinion regardless, so essentially all you'd be doing with those is swapping out the opinions of one trained person - who is making the thing - with someone else.
End of the day, creators are creators, and consumers are consumers. This idea that consumers are entitled to so much sway over the creators is an aberration born of social media filling in the distance that used to be between creators and consumers. Consumers should consume, and if they decide they don't want to consume it, then they should just shut the fuck up and leave it alone. They've no entitlement for everything they come across to be perfectly tailored to them, and back in the day, we used to just accept that instead of going on stupid crusades acting like we have a right to tell the devs what to do.
Honestly? You come off as entitled. Where do you get off, thinking that any developer owes you this? That they should be listening to your feedback, designing it around your feedback, listening to you telling them the right way to implement LGBT characters or female character designs? You and those equally entitled Gamers who are pining for the "good old days" when they had "good character designs" that just so happened to always be pimping out their female characters to the male gaze, and kept their LGBT characters either nonexistent, dead, or barely acknowledged as such so the cishets didn't have to strain themselves empathising.
Hello again! It's been quite a long time since I've added an update onto this project, but I am working on it just veeery slowly with all the busy-ness of life. As for progress, I've begun the texture cleanup/PBR generating and mesh cleanup phase. For now I'm in Painter adding a bit of patina to the material and cleaning up where things get a bit messy. For example, when it came to the Zippers, I didn't get very good results for the geometry so I decided to make that geometry myself. Did a bit of cleanup using that workflow for the bottom of the straps but I'm thinking it could be worth modeling the straps entirely rather than relying on the wonky scan. That being said though, I don't really plan to have the bottom of the straps visible in final renders
So there it is! Next up will be better material definition on the zipper 'teeth' and testing more in Engine Thank you for reading and as always feedback on workflow or design choices is very welcomed!
These look like something that could be done easily in Marvelous Designer. Early versions (up to around version 5 or so) were strictly focused on simulating patterns drafted in 2D onto 3D forms, but more features got later introduced allowing to easily cut in more seams directly on the simulated cloth, as well as generating patterns from imported .OBJ models (IIRC). And with the way MD works there's really no need to mess with cloth settings as there are good presets available for this tarp look. And then it's just a matter of playing with pressure and shrinkage.
For instance, D could be done by simply simulating two stitched panels matching the door with one of them scaled up, this would instantly create the gathers. C looks very cool - perhaps the gathering was done selectively, alternating from one side to the other.
There are also a few Blender addons facilitating the creation of cloth panels based on existing geometry.
Hey folks. So, Precious messaged me about the idea I had previously expressed and would love it if we made it happen for Kevin.
The idea was setting up something here on Polycount, a special remembrance competition, where we Skin (texture) his old SDK's, or some similar effort. I don't know if there is any way to monetize that so we can get funds to his family, but even if not...a nice send-off event for Ror seems appropriate to me.
Last year, we had the privilege of collaborating with a high-profile
client on a survival project. While the client's studio unfortunately
shut down, we received permission from the executive producer to
showcase the work we contributed, particularly the visual
proof-of-concept for the project.
Given just one month, our team successfully delivered a
high-quality, natural environment optimized for performance. The map was
designed to run seamlessly at 60 FPS, meeting both visual and technical
requirements.
We’re thrilled to share this work as a testament to the team’s
dedication and talent. Their hard work and creativity truly shine in
this project.
As a Lead for this project I was tasked with taking this from pre
production phase to final gameplay oriented phase with the help of the
talented team and this involves things like decision making , set
dressing and composition , QA ,some shader work and interaction with
the client to make sure they are getting what they want .Lighting was
done from client side .
These Visuals do not represent the final quality since this was
early phase of the project and was ment to be improved upon but
unfortunately project got cancelled .