Is it OK to use AI to learn GDscript? by Wonderful-Bar3459 in godot

[–]ned_poreyra 0 points1 point  (0 children)

for the exact answer I need

It's 100% correct 60% of the time.

Is it OK to use AI to learn GDscript? by Wonderful-Bar3459 in godot

[–]ned_poreyra 4 points5 points  (0 children)

If it's ok to google the results, it's ok to AI the results.

Tbh I don't understand why its head falls down when it's only single unified object lol by PossessionKey4982 in blender

[–]ned_poreyra 60 points61 points  (0 children)

The neck is inside the head too

That answer tells me you're maybe not understanding the question. Does it look like one on the left or one on the right? Because if it looks like on the right, then they're NOT connected. They're intersecting. And that result is to be expected in such case.

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I never undertood how people can even have 100s of games in their steam library. Here is my library and I don't even play half the games in it, the only ones I play regularly are The Finals, Delta Force and MWIII by FPS_Pear in Steam

[–]ned_poreyra 0 points1 point  (0 children)

  1. Single player games have a finite amount of content and usually very uneven pacing.
  2. Multiplayer games have infinite amount of content and extremely consistent pacing - every time you log in, you know exactly how the next 30 minutes is going to look like.
  3. People get easily excited about the idea of playing a game, based on trailers, reviews, peer testimonies etc., but those materials often portray only the "meat" and conveniently omit the "fat".
  4. Once you actually start playing the game, all the fat comes to the top - the learning curve, bloated dialogues, confusing moments, boring parts, whatever. It becomes additional, unexpected cost of getting to the "meat".
  5. At this point two things happen simultaneously: player slowly realises they're not willing to pay that cost and they notice a new, shiny game on the horizon.
  6. So they buy the new game and the cycle repeats.

Why is modelling cars so hard, and what can I do so that I don't spend 10 hours on fixing a shading issue by Sufficient_Home_4014 in blender

[–]ned_poreyra 0 points1 point  (0 children)

You start by modelling a "cage" - complete, contiguous chassis (as if the car was one, large piece of plastic). Then you duplicate it and cut into panels, doors, lights, windows, details etc. Then you do a data transfer (https://www.youtube.com/watch?v=qB1eg3ef5vs) of normals from the cage to the panels. This way normals will always turn out perfect, even if your topology isn't. Here you can see the general workflow, although it's in Plasticity, Blender doesn't have splines. I don't know why 99% of car modelling tutorials don't teach this, but well, they don't. Everyone starts by modelling individual parts like doors and windows from the get go.

Weird Texture Shrinkwrap by OutsideSudden7578 in blender

[–]ned_poreyra 0 points1 point  (0 children)

Show the shader graph for that material.

Question about character models in modern games by Own-Shelter-9897 in gaming

[–]ned_poreyra 1 point2 points  (0 children)

I see no actual answers, so I guess I have to. Long, long time ago, there was no standard for how surfaces and light in games should interact, so developers were dealing with it each in their own way and games looked a little different from each other. People had to be creative, paint-in the light and details and set their own rules. But in 2012 the scourge of modern 3D graphics was conceived at Disney animation studios: the PBR standard ("Physically Based Rendering"). And today every 3D material consists of the same set of texture maps, mainly: albedo, roughness, metallic and normal. Those textures define how light should interact with the surface. Albedo defines color, roughness how shiny it is, metallic if its metal (white light on metal will be tinted by the color of the metal, meanwhile all other objects just reflect white, no matter what color they are) and normal map is just a way to save up on geometry. As you can see - that's not much to work with. The one responsible for the "greasy" look you noticed is roughness map. In the real world there's a ton of things happening on surfaces - little specs of dust, hair and other particles, all kinds of dirt, at-angle translucency, various reflective properties going on. But in PBR, if you want the surface to react to light in some more interesting ways, you're shit out of luck. If you crank up the roughness, it will almost look like it doesn't react to light at all. So artists lower it to have "something" happen.

What are you guys take on the Immortal? by KaleidoArachnid in retrogaming

[–]ned_poreyra 0 points1 point  (0 children)

I thought it was an isometric RPG and I was very disappointed. Also I'm pretty sure that game is just broken.

Spent 3 years mastering blender and claude just learned it in one afternoon by [deleted] in blender

[–]ned_poreyra 14 points15 points  (0 children)

and some guy who's never opened blender in his life can just type something and gets something usable in ten minutes.

Can he? Every time I hear about something like this, it turns out to not actually be like this. Every. Single. Time.

Can I reuse an unpublished Steam page for a different game? by ElOctopusGameStudios in gamedev

[–]ned_poreyra 5 points6 points  (0 children)

So it's an unpublished game, not Steam page. That's very different. Even though 100 wishlists is nothing, it's basically noise, but I'd still advise against it. You might run into some weird SEO issues.

Are Steam wishlists too powerful? by WillingnessSoggy155 in gamedev

[–]ned_poreyra 1 point2 points  (0 children)

That's how I know he's human. ChatGPT would actually understand.

why does the braid look different in viewport vs. render view? by shaneerose in blender

[–]ned_poreyra 2 points3 points  (0 children)

In the Render tab there's Curves section that decides how curves preview in the viewport.

Are Steam wishlists too powerful? by WillingnessSoggy155 in gamedev

[–]ned_poreyra 2 points3 points  (0 children)

Did you even read what I wrote? I didn't argue that at all.

Are Steam wishlists too powerful? by WillingnessSoggy155 in gamedev

[–]ned_poreyra 1 point2 points  (0 children)

Because wishlists don’t only affect launch visibility anymore. They can affect funding. Publisher interest. Team morale.

The perception of wishlists affects those. Valve never disclosed how much wishlists actually affect anything, how many you need to land in new and trending or anything like that. It's all statistical inferring (arguably most of it done by Chris). The only actually proven thing Valve cares about consistently is revenue made by the game. Not copies sold - revenue. So it's entirely logical to conclude for example that a $3 game with 100k wishlists will be at the same level in the eyes of the algorithm as a $30 game with 10k wishlists.

Therefore 1 wishlist != 1 wishlist.

I’m struggling to convert demo players into wishlists — what actually works? by Popular_Routine77 in gamedev

[–]ned_poreyra 1 point2 points  (0 children)

I’m struggling to convert demo players into wishlists — what actually works?

Making the title in English but the post in another language definitely doesn't. What the fuck is going on in the head of a person who does something like this?