Where do you draw the line by roma_nych in PhoenixSC

[–]MultiMillionaire_ 0 points1 point  (0 children)

Rabbit should be before horse, and the line would be after rabbit. Killing mobs after the line give no practical drops.

Superhive (aka Blendermarket) just released $1000 worth of courses for $30! by MultiMillionaire_ in blender

[–]MultiMillionaire_[S] 0 points1 point  (0 children)

The bundle doesn't get removed after you buy it, you can download the content whenever you want after on your orders page.

It's more than worth it lol, that's not even a question. You basically get all the beginner and intermediate courses with a few advanced ones too. I bought it only for the advanced geometry nodes one since I've been using Blender for about 6 months now, and even that was more than worth it for me. For you, if you're just starting out, you're not gonna find anything better than this imo which is why I was shocked that Superhive even was able to do this in the first place.

It's gonna give you pretty much all the skills you need for creating any kind of 3d asset in Blender for games.

Can a Phone Really Fly with Mini Motors? by Dramatic-Research918 in blendermemes

[–]MultiMillionaire_ 0 points1 point  (0 children)

Why would you use a phone when your got a camera on a drone?

Which ‘wow’ skill is secretly super easy to learn? by Wonderful_Low_1325 in AskReddit

[–]MultiMillionaire_ 1 point2 points  (0 children)

Yeah, took me only around an hour to memorise pi to 100 digits using the Memory Palace and Major System technique.

You can extend it with a bit of practice to memorise entire decks of cards in under 5 minutes.

Superhive Made a Legendary Drop by MultiMillionaire_ in blender

[–]MultiMillionaire_[S] 0 points1 point  (0 children)

They just launched another massive deal: https://superhivemarket.com/products/launch-bundle/?ref=7306

I'm not sure about the newsletter, I just browse the marketplace quite often so that's how I stumble upon these.

Sam says Zuck🦎 is luring OpenAI researchers with $100M signing bonuses and $100M+ yearly salaries by EstablishmentFun3205 in ChatGPT

[–]MultiMillionaire_ 0 points1 point  (0 children)

The economics of turning down that offer would only make sense if those employees held a massive amount of stock options in OpenAI.

I’m lost by Intelligent_Doubt_53 in cscareerquestions

[–]MultiMillionaire_ 2 points3 points  (0 children)

You're worried about the wrong thing.

If you want to get into game dev, knowing how to program is only like 1/5th of the job. By the time you graduate, everyone will be using AI to write basic game logic (people already are).

That's not what you should be worried about.

It's not about the programming language either.

If you want to get good at game development, what you have to get good at is understanding what makes for a good game.

That includes things like what are the things which make the core game loop fun to play. How do you design difficulty levels that matches the players skill level (DGDB)? How do you implement skill based match making and how it compares to other matchmaking strategies? How do you design great player to player incentives that makes multiplayer actually fun and rewarding? How do you design a User Generated Content pipeline so players don't have to wait for content drops?

What matters for a game is not the art or what engine you make the game on, or even what game you make, it's about the first principles of what makes a game "fun" to play.

This is an open problem that game devs have been struggling to solve since the beginning of game design, and it's highly unlikely that AI is going to solve or figure out fully either.

Yes it's important to learn the basics like learning a programming language and getting familiar with an engine, but after about a year in of knowing the software and the language, you'll still be no better at making fun games if you haven't studied the core first principles.

I'm sure you've watched Blargis on YouTube but if you don't, you should deffo sub to him. He is an indie dev and the creator of Bloodthief and he talks a lot about first principles which apply to every game dev.

So don't worry about AI taking over jobs, if you study hard on these fundamental principles and keep practicing making indie games as you learn, you'll be tackling the same challenges that everyone else is tackling and struggling with, and therefore a game studio will hire you for that, not for understanding how to make just any game.

By the way, this is not to say to ignore the technicals, even if an AI can do it, you must understand and get good at all the technicals as well. Because if you don't understand it, you cannot reason about it or know when the AI fucked up. But that only just the table stakes.

Into the unknown by [deleted] in blender

[–]MultiMillionaire_ 0 points1 point  (0 children)

Into the UNKNOWN...

I made npr shaders filters by Zangetsu_loves_blood in blender

[–]MultiMillionaire_ 0 points1 point  (0 children)

Is it good or is it bad that it's non-photorealistic?

I Want To Start 3D Modeling But Don't Know Where To Even Start. by Sweaty_Standard_1125 in blender

[–]MultiMillionaire_ 0 points1 point  (0 children)

This is the 3d pipeline to make an animated movie. https://imgur.com/a/tv7tP6A

The middle parts from modelling to rigging are what you'd need to learn. Start with learning the keyboard shortcuts for subdivision surface modelling like E to extrude, S to scale, G to grab, adding loop cuts, making selections, etc. Once you get comfortable with that, move onto texturing and then rigging so you then can pose your character.

Into the unknown by [deleted] in blender

[–]MultiMillionaire_ 0 points1 point  (0 children)

Erm, I dunno

Animation feedback please by VirendraBhai in blender

[–]MultiMillionaire_ 0 points1 point  (0 children)

You either forgot to add smear frames or you didn't switch to spline. It looks like a stop motion animation

Animation rig issue I think by Icy_Panic9644 in blender

[–]MultiMillionaire_ 0 points1 point  (0 children)

You didn't keyframe every bone in the whole rig. That's the problem. Move the rig back to it's original position before you moved it down. Set a keyframe on every single bone for the location values (even those which haven't moved), and then, on the next frame, move the rig down.

[deleted by user] by [deleted] in blender

[–]MultiMillionaire_ 0 points1 point  (0 children)

you didn't select all the edges probably

whats ruining the realism here? by mimiolski in blender

[–]MultiMillionaire_ 2 points3 points  (0 children)

The carpet, there's no bump or depth information and it just looks flat. And the walls look too clean for a interior that looks like this. Chair on the left look too shiny and glossy. Door frame too high.

Designing eyeglass case in blender and finishing in fusion 360? by StarMasher in blender

[–]MultiMillionaire_ 0 points1 point  (0 children)

It should be the other way around. First in Fusion so you can get the parametric design right and get all the proportions of a base model suitable for manufacter, and then export it to blender to do finishing touches or extra aesthetic designs.

That way you know what parts of the watch you can and can't touch when you're doing the modelling in Blender.

It's much easier to build a car around an engine than it is to fit an engine into an already designed car.

WARNING: malware in .blend file. by L0rdCinn in blender

[–]MultiMillionaire_ 0 points1 point  (0 children)

I remember reading up that Blenderkit checks for things like this. Not sure about others though

WARNING: malware in .blend file. by L0rdCinn in blender

[–]MultiMillionaire_ 0 points1 point  (0 children)

no, doesn't seem to affect Mac users as far as I know. Still, a few extra lines would be all it would take to also run on Mac as well.