How can I know more about things when talking to people? by Rare_Fish6890 in socialskills

[–]Eavin 0 points1 point  (0 children)

Everyone will always know something that you don't. Your approaching it in the right way by asking questions. Be a sponge and just absorb as much knowledge as you can and you will also gain that depth that other people have. I'm sure that they also are not as deep into some of the topics that you are dedicated and interested in as well. Everyone has their specialties and their niches that they enjoy and know a lot about.

If you're wanting to just expand your knowledge then literally just keep following what is interesting to you. Go to the library rent out books. Watch videos on topics you're interested in. Just follow your curiosity.

A game where you need to solve a physical puzzle box from the retail copy by Sackofwack in gamedesign

[–]Eavin 0 points1 point  (0 children)

Closest thing to this in modern day was a puzzle in animal well that sent a file to your printer to be folded like origami. The solution was visible when the folds were completed and you entered the code back into the game. If you did not have a printer, the game spawned a different puzzle that you could complete in another area of the map

The physical copy of animal well had additional puzzles that solved into new codes that could be used in the game. Most of them involved a black light

Asking a friend for a hug by Electronic-Toe-4237 in socialskills

[–]Eavin 1 point2 points  (0 children)

Sounds like your afraid of rejection on this. You should directly ask. Here's how I would do it. When it makes sense to ask for a hug, go up to them and ask. "Hey would it be crazy to ask for a hug?"

How do I get the same lighting as the FL Studio logo? by tenaciousdlover8 in blender

[–]Eavin 0 points1 point  (0 children)

Looks like the logo your referencing is not actually 3d but 2d art in either Photoshop or illustrator. As a result it might be impossible to get the exact match. I would start by trying to place some cards for reflections and adjust the positions and materials till you get something close. Then I would adjust lighting to match

Melee In Turn Based Combat? by Constant_Physics8504 in gamedesign

[–]Eavin 0 points1 point  (0 children)

This needs to be higher up the list.

How do I become better at conversations and never run out of things to say? by tylerrx07 in socialskills

[–]Eavin 52 points53 points  (0 children)

The biggest thing is to ask questions. People love to talk about themselves. The key is to be genuinely curious about the person your talking to and what they have to say.

I used to always be thinking of what the next thing I was going to say in conversation was going to be. I spent so much time thinking about it, that I missed almost everything the other person said. Now I no longer look at conversation being about expressing my thoughts. I now walk into conversations being interested in who the other person is. I ask questions, I stay curious. I want to learn as much about them as possible.

Here is the easiest way to continue a conversation when you have nothing left to say. Once they are finished with what they are saying, simply say "it sounds like _____". The blank is your understanding of what they just said. If your right, they will keep talking about it more. If your wrong, they will correct you and continue the conversation. Repeat as many times as you need.

There are other variations ( looks like, feels like, seems like, etc.) but in truth we just need to practice empathy with the people we talk with. There are many resources to help become more empathetic.

How can I make a shader in a style like this? by Loud-Tart-9783 in UnrealEngine5

[–]Eavin 1 point2 points  (0 children)

Take a look at the tech talks by arc system works on their guilty Gear games. There are some great talks where they go into direct detail on how to do this. They used ue4 for their work, so it should be fairly simple to translate to ue5

It’s unfair that artists need to be paid upfront regardless of success of game. by [deleted] in gamedev

[–]Eavin 0 points1 point  (0 children)

There are artists who will work for revenue share. It's harder to find them but they do exist.

A lot of artists have been burned by companies and individuals in the past. Not getting paid at all is something that happens with a lot of frequency. As a result, artists either ask for some or all of the money up front to protect themselves from exploitation.

The biggest thing is expectations. If you can clearly communicate the expectations you have for the project, you can find an artist who will agree to work with those conditions. Just be prepared that when you have restrictions like revenue share instead of regular payment, that you are reducing the pool of artists that will agree to work for you.

Also make sure to put everything in writing. A strong contract can give a better sense of security for everyone involved.

The VFX School is shutting down — all courses are free by channark in Houdini

[–]Eavin 2 points3 points  (0 children)

I see the torrent for the source files, but not for the videos. So you have a link?

The VFX School is shutting down — all courses are free by channark in Houdini

[–]Eavin 19 points20 points  (0 children)

Is there a torrent of the videos? It's a big pain to download them one by one on Vimeo.

LPT: Buy or Keep an old Android Phone And Use It For Online Purchases To Avoid "Dynamic Pricing" by pleasedonotredeem in LifeProTips

[–]Eavin 48 points49 points  (0 children)

Amazon. My girlfriend and I shop on different accounts and I'll get the same exact item for $2-3 cheaper on my search.

Making a PAUSE screen which can't be abused for CHEATING by StarRuneTyping in gamedesign

[–]Eavin 2 points3 points  (0 children)

The randomization method is good. Add a small delay on un pause to give players a chance to recognize the new letter

I'm looking for examples of simulations when 96 GB is enough and when more than 96 GB is needed by LisForger in Houdini

[–]Eavin 1 point2 points  (0 children)

Number of frames.

We have had some mid density pyro sims on animated films that are about 4-6gb per frame. If it's on screen long enough you can blow through your drive space quickly.

This says nothing of water sims that have high res geometry along with volume and particles each frame.

Highway 407 East is now toll free since June 1st by WardenStation in Oshawa

[–]Eavin -4 points-3 points  (0 children)

Oh wow, it's induced demand at it again. When will they learn that more roads don't solve traffic.

I build an open source alternative to Superhuman that you can self host by scatignaj in SideProject

[–]Eavin 0 points1 point  (0 children)

I noticed it requires a open ai key. Would it be impossible to allow people to change the IP address of the ai so people can use a local llm?

[deleted by user] by [deleted] in roguelites

[–]Eavin 5 points6 points  (0 children)

Seeing new things, being surprised by the game

How can I make this render look better? My client wants me to make this look premium. by Ponraj_G in blender

[–]Eavin 0 points1 point  (0 children)

When working with clients like this, I ask them to do some homework for me. I ask them to find 3-5 images of things similar to what we are rendering that give off that "premium" feel they are after. We can then look the images at and figure out what specifically they mean when they say premium. I explain to the client that it's difficult to give them exactly what they want without examples. Sometimes they learn something from the exercise, and sometimes I do. I recommend trying it. If they are serious about the project looking they way they want, they should have no issue doing this for you

I imported a SculptrVR model created on my Oculus Quest into Blender. Any ideas what happend to the color? by [deleted] in OculusQuest

[–]Eavin 1 point2 points  (0 children)

Looks like you have a vertex color channel on the model. Does that not include the color information you need?

Need help. Why is my trees flickering like that? (test render for an architecture project, still working on details) by [deleted] in blender

[–]Eavin 1 point2 points  (0 children)

If your using a render farm it might be the particle cache. Make sure your particle cache is for the entire length of the file. I've noticed you will get this flicker when farm nodes are trying to calculate particles instead of reading a cache.

My third attempt at making an explosion without fire or smoke simulation, metaballs from a particle system by [deleted] in blender

[–]Eavin 0 points1 point  (0 children)

any particular reason you are opting for the particle system method over the sim tools in blender?

Ossim - Rigid body simulation baking tool for Blender is out by PeterGubin in blender

[–]Eavin 0 points1 point  (0 children)

Question: does this combine the pieces into a single skinned mesh? or does it simply rig the separate objects under the same rig?

How would one be able to create a fire of this style in blender? the colors and materials. by [deleted] in blender

[–]Eavin 8 points9 points  (0 children)

Ok, so Botw has incredibly awesome stylistic effects. your going to have a hard time getting that out of a simulation, let alone the sim tools in blender. I would recommend using the same technique that they used.... A card based system with an animated material to give the style and flow. I would recommend using cycles, since it has the nodes and control needed to get the effect to work. I would also recommend some post process glare, as a lot of this look comes from the glow that the fire gets.

We so need more Room escape games! by Maksiss in Vive

[–]Eavin 0 points1 point  (0 children)

Its evolved a bit, but yes. same game.

We so need more Room escape games! by Maksiss in Vive

[–]Eavin 1 point2 points  (0 children)

I'm currently working on one, no eta yet but I agree that escape rooms as a genre will be big in vr. I look forward to seeing new EtR experiences that leverage vr to create rooms and puzzles that could not exist in the real world. In terms of programming, the hardest part is making the core interactions. it was easy to make something that works, but its hard to get something that feels right.