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๐งต Untitled Thread
Anonymous at Sat, 6 Nov 2021 00:27:25 UTC No. 860305
want to ask a single question, as advice.
I tried to create 3D AAA graphics on blender.
And was sucesful in a couple renders, which look already good because they're photorealistic.
However.
I feel AAA style is too expensive for a single developer and requires too many steps to be a viable style for a game made.
Seem pretty obvious.
However.
I want to be in a middle ground between AAA realism, but without the huge workload, but I dont want to be in the retro cheap looking pixel art style.
So which path to take, I would appreciate your thoughs.
Anonymous at Sat, 6 Nov 2021 00:42:56 UTC No. 860306
>>860305
reuse your meshes/rigs/materials.
work smart not hard
Anonymous at Sat, 6 Nov 2021 00:59:46 UTC No. 860310
>>860305
>advice
>cris
no go kill yourself. We've been giving you advice these past 3+ years.
Anonymous at Sat, 6 Nov 2021 02:46:59 UTC No. 860323
>>860305
>I feel AAA style is too expensive for a single developer and requires too many steps to be a viable style for a game made.
yeah no shit Sherlock. Get a grip on reality....you wont be able to make a game, stop dreaming about making a game AND the graphics yourself, that is pure delusion and then some.
Anonymous at Sat, 6 Nov 2021 02:50:03 UTC No. 860324
>>860323
>you wont be able to make a game
not him (he's incapable), but you will be able to make the first few minutes of a single level and thats all you need to make a pitch and get patreon support. You see this time and time again on reddit.
Anonymous at Sat, 6 Nov 2021 08:59:40 UTC No. 860364
>>860305
Just reuse assets. It's what they did with deus ex human revolution. Have you looked at the buildings in that game? It's just the same shit over and over.
Anonymous at Sat, 13 Nov 2021 12:51:55 UTC No. 861801
You'd be a pro by now if you used your time to do actual work instead of blabbering
Anonymous at Sat, 13 Nov 2021 14:21:50 UTC No. 861815
Use Team Fortress 2's visual style. It's still appealing and the textures are very easy to paint which makes your workload a lot less than it looks.
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Anonymous at Sun, 14 Nov 2021 08:32:49 UTC No. 861985
I developed a new art style that solved this problem for indies which saves huge amounts of time but looks unique and AAA, but I realized that I don't have the balls to utilize it without knowing if it would drag down the target sales needed to justify it. So instead I am pursuing a more traditional stylized method, as I'm moreso comfortable creating that than braving the total unknown and being subsequentially ripped off. The currrent baseline Lowpoly (flat shade polygon aesthetic) is for shitters who aren't artistic and are willing to compromise on low tier visuals, instead of trying to produce something that will engage the consumer. You can certainly make the Lowpoly modern aesthetic look pretty, but I have seen few and far between those who put effort into their designs.
If you feel you are forced to use lowpoly, go a step further and treat your visuals with care. It makes a serious difference, and could potentially capture the feeling of "soul" /v/ screeches about.
Anonymous at Sun, 14 Nov 2021 08:35:03 UTC No. 861986
>>861985
Didnt you make a post saying you were leaving like last month?
Anonymous at Sun, 14 Nov 2021 08:36:49 UTC No. 861987
>>861986
I believe that I created something unique and will not be seen in any type of game for the next few years, so I can't post it unless I want someone else to get the credit. I've been personally right about many things over the years, predicting how the industry will go and blah blah - eventually, the mainstream catches up. But, someone will eventually figure out the process, and I may not even get to making a game with it, leaving me uncredited. I suggest working in lowpoly, but make your visuals actually look appealing. If you aren't satisfied in that, then I can give you a hint. Compare AAA and indie game characters, now solve for the sum of their parts. With a little ingenuity you will come to the same conclusion as I have.
Anonymous at Sun, 14 Nov 2021 09:06:01 UTC No. 861989
>>861985
mm tasty
Anonymous at Sun, 14 Nov 2021 09:22:36 UTC No. 861991
>>861989
I doubt you guys will figure it out. You're just destined to not make it, that's all. It's nothing personal but most people are not able to pass the physical threshold to take control of their own lives. They are stuck as autonomous objects. The numbers could be as high as 1 in 1000, even 1 in 10000. I encourage you to keep trying though. But if you can't find the way there's always "minimalistic Lowpoly". Better than nothing, right? :^)
Anonymous at Mon, 15 Nov 2021 04:56:34 UTC No. 862160
>>861985
>I developed a new art style that solved this problem for indies which saves huge amounts of time but looks unique and AAA
I did this too, but you got to take my word for it.
>>860305
>And was sucesful in a couple renders, which look already good because they're photorealistic.
Care to post these?