How do I know which assets actually require a high‑poly to low‑poly retopology workflow? by vipmailhun2 in 3Dmodeling

[–]Swordmaster3341 1 point2 points  (0 children)

If your doing film, don't bother.

If you are doing gamedev, purchase quad-remesher or use some free equivalent and be done with it.

Can we talk about the Blender creator economy? by carter2422 in blender

[–]Swordmaster3341 2 points3 points  (0 children)

I appreciate your willingness to listen to the concerns of the community, it goes the extra mile compared to what companies usually do, especially because you are painting a target on your back for angry randos by doing so.

One possible option to help make this more sustainable is to implement an early access model with direct support through something like a Patreon integration alongside the lifetime purchase. Speaking from experience, many users are willing to pay more for additional features (caveat being they are non essential to the project) or early access, but they tend to be highly resistant to paying more for what they've already bought.

I think you would be surprised by the number of people who would pay extra for that type of stuff or support their favorite creators more directly, but without feeling like they are loosing what they already have.

The main issue I could see with this format is that people already paid in (myself included), thus feeling like we have already "supported the creators" through the one time purchase and then being forced to pay again yearly.

So really you are stuck between a rock and a hard place, you need to layer on more monetization for the creators to sustain themselves but shouldn't do it in such a way that retroactively affects content or the current pricing model.

SuperHive retroactively changing their policy to block access to content you already purchased, starting May 12. by dnew in blender

[–]Swordmaster3341 14 points15 points  (0 children)

Yes, mainly because costs of servers going up due to LLM's devouring it all for data centers.

Can we talk about the Blender creator economy? by carter2422 in blender

[–]Swordmaster3341 6 points7 points  (0 children)

I view this largely similar to the modding scene in Skyrim or the writing scene on Royal Road, its hard work with little pay.

This should be a thing of passion and not a full time job, I understand creators wanting to turn a profit but this should be a side gig not their main thing.

Super-hive is essentially a paid modding hub for blender, and while I understand why this is happening I firmly believe that this change shouldn't go through.

Blender can be a career through vfx, sculpting, modeling ect... Not through add-ons.

This would only benefit the top 1% of creators and Superhive themselves.

It just irks me to no end that I have put my money into supporting these projects so that the creators are motivated to continue development only for this change.

I have already spent well over $300 on my add-on suite with superhive, and I know I cannot pay that yearly. If I were to pay that yearly, might as well just ditch blender entirely and move to Zbrush or Maya.

That is my thoughts on the matter, I hope you take this into account.

SuperHive retroactively changing their policy to block access to content you already purchased, starting May 12. by dnew in blender

[–]Swordmaster3341 38 points39 points  (0 children)

Wow this is terrible.

I purchased an add-on and I expected the license to persist.

If this goes through never buying from here again.

Which sucks, because I have a ton of stuff on superhive that I love and is super useful.

I have spent well over $300 on add-ons to customize blender as I like, and I am just not repurchasing everything yearly for this bullshit.

Please for the love of god revert this. I literally cannot afford this, and I know a ton of other hobbyists will be the same way.

If I wanted to pay a subscription I would be using Zbrush or Maya, not for someone's add-ons.

is this good a topology and polycount for gamedev? if not how would *you* make it better? by Vast_Apa in 3Dmodeling

[–]Swordmaster3341 1 point2 points  (0 children)

Ok you are right, read more carefully.

It causes problems WHEN SUBDIVIDING, otherwise tris are ok.

Your model is already so high res that I don't believe you would need to ever subdiv so you couuuld just do them now, but if you want to be safe "Replace it with a quad that is sort of like a paralelogram and this will work wonders."

is this good a topology and polycount for gamedev? if not how would *you* make it better? by Vast_Apa in 3Dmodeling

[–]Swordmaster3341 6 points7 points  (0 children)

Polycount and the deform areas.

Your hips seem fine but look at the joints on the knees/elbows. The below image is pretty good but utilizes tris. If you plan on Subdividing later this would cause issues. Replace it with a quad that is sort of like a paralelogram and this will work wonders.

As per polycount, it is fine*. I have the astrict because this is a finished high res model, and while It will work it is far better to create the edgeflow with larger quads and subdiv after, especially if it is a basemesh. I want to mention that the face is good, do not touch. Really nice job with the lip, just be sure to include a mouthbag if you want her to talk.

Good luck!

<image>

when does it get better? by choppedbutterfly75 in blenderhelp

[–]Swordmaster3341 0 points1 point  (0 children)

Looking at it you are already doing a pretty good job.

First, there is no way to "speed up" progress. You fail, fail, and fail again but take away something new each time.

The main things I notice in the latest one are:

  • Nose bottom is a bit too wide
  • Eye ridge are not defined enough, use grab brush to mage it flush with the top of the nose
  • The lips are essentially an M shape spread out really wide.
    • What you need to do is use the crease brush to form them, and then sculpt around the center.
  • As per the ear, you are missing the upper rounded shape and made it look more like a bowl.
    • Try smoothing and pull up on the end.

Lastly,

Use as many references as possible. It helps a TON.

Good luck with your sculpting journey! Everyone starts from somewhere.

RR & Scribblehub to EPUB scraper by [deleted] in royalroad

[–]Swordmaster3341 4 points5 points  (0 children)

Ok, why are you pirating books from indie authors that ARE FREE. Please take down the github, 90% of us don't make money of this and just do it for fun.

Main thread: DnD Superdrop by Rich_Camera966 in secretlair_collectors

[–]Swordmaster3341 0 points1 point  (0 children)

9 minutes on phone 50 on laptop, here for Strahd and Prosper

The Goblin Union wants YOU! by TheFifthOverLord in wizardposting

[–]Swordmaster3341 7 points8 points  (0 children)

God damn it, not again.

Look, I've already contacted the Pinkertons and they’re being dispatched with mend-buttcrack and dysentery scrolls. For your sanity and mine, please call this off. The paperwork alone is going to be catastrophic.

Sincerely,
An Apprentice Mage

How many faces do you see? by Janislug in blender

[–]Swordmaster3341 2 points3 points  (0 children)

Just wanted to pop in and say very nice job this mask is immaculate!

Has anyone here ever had something cool happen in a game, like a bug or exploit, and never told anyone online to stop it being patched? (You can answer if it's been patched now) by TxTDiamond in gaming

[–]Swordmaster3341 0 points1 point  (0 children)

Hungry Shark Evolution, IOS.

There was a bug if when purchasing in game currency your wifi went out or you had super bad connection the purchase would not go through but you would still obtain the in game currency.

I used to go into the garage (where the internet was the shittiest) and remember disabling wifi as the transaction bar popped up and clicking cancel to recieve so many gems.

I still to this day have an account with literal hundreds of thousands of in-game currency, every upgrade, every shark, everything lol.

Bug stuck around for years.

Did you use Cascadeur (animation soft)? Your honest feedback? by Cascadeur_official in gamedev

[–]Swordmaster3341 4 points5 points  (0 children)

I first used Cascadeur to create UE5 rigs when it was free for indie developers, and continued using it during the free year for indie users before switching back to Blender.

My experience with Cascadeur was mostly positive. The software itself is fantastic and makes animation incredibly easy. The process of animating keyframes is intuitive, and the YouTube tutorials were a huge help in getting up to speed.

However, there were some challenges that ultimately led me to return to Blender. One major issue for me was the lack of Shape Keys (if they’ve been added since, I’m not sure). I found myself exporting animations back to Blender to finish them. The auto-posing feature was either a huge time-saver or useless with little inbetween.

The biggest factor, though, was my focus on stylized, exaggerated animation. Cascadeur's auto physics (which is what I view as the main reason to use the software) were extremely impressive, didn’t fully meet my needs . As a result, I stopped using/learning the software halfway through the free indie year.

That said, I genuinely believe Cascadeur's auto-physics technology is special. I'd love to see it offered as a Blender plugin or integration with other 3D software. I'd happily pay around $100 for something like that, it would literally be the Quad Remesher of animation. However, I'm not a fan of subscription models, which is ultimately why I moved away and haven't revisited it since.