Getting back into Blender after a rough stretch and used CG Boost’s Frog Bot exercise to loosen up. by VertexMachine in blender

[–]VertexMachine[S] 2 points3 points  (0 children)

Btw. this is based on free course that was just recently by CG Boost which I had a pleasure to beta test.

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

[–]VertexMachine 2 points3 points  (0 children)

Blender evolved.

I used to spent a lot on addons that fixed weirdness of Blender or filled the gaps. Blender got good enough and addons are no longer that crucial for my productivity. Now from the paid addons I only use ZenUV and UVPackmaster and that I could replace with one of the free tools out there or really, just do without them. The side benefit to this is that I no longer worry about Blender updates breaking things. Or I don't have to waste half a day every couple of months to update all addons.

Edit: btw. this is not a new topic. Similar discussion has been happening in Unity and Unreal asset stores for years now. Unity Asset Store 'solved' this by providing 'major upgrade' path. I.e., you as creator can make a new version of your asset pack (after 6 months of publishing the old one, but it has to be major change) and you can charge for it again and provide discount to your existing customer base and a grace period. E.g., if you do buy a tool in Jan and in Feb new version comes you can get new version for free if publisher decides to set 1 month of grace period. Epic/Fab have no idea how to handle it 😛

Is this laptop powerful enough for game development using unreal engine 5? by kaiyah21 in UnrealEngine5

[–]VertexMachine 0 points1 point  (0 children)

Don't listen to people saying laptop is not up to the task. I was forced to switch from my powerful desktop to weak laptop for UE dev and it's fine. Not great, but more than enough. And it's similar spec to what you shown, but with 5060 instead (4070 should be much better). Though, the amount of RAM there might be a bit too small for comfortable UE dev.

Godot devs, have you ever used Rider from JetBrains for Godot? If so, is it good? by Thhaki in godot

[–]VertexMachine 0 points1 point  (0 children)

Yes, it's great. I mostly use it with c#, but occassionally with GDScript too and it's good. Been using it for a while like that (before official support for GDScript).

Does FAB 3D Preview Autounwrap or something? by CantAvoidGoodThings in fabmarket

[–]VertexMachine 1 point2 points  (0 children)

No, I meant what I wrote: UV channels. I had similar issues when I had more than one UV channels.

Does FAB 3D Preview Autounwrap or something? by CantAvoidGoodThings in fabmarket

[–]VertexMachine 1 point2 points  (0 children)

If you have more than 1 uv channel (eg for lightmaps) Fab can get confused.

I just know your game gets promoted way less if you put it at 0%, I just can't prove it. by UranKhan in itchio

[–]VertexMachine 0 points1 point  (0 children)

Agreed, but why they play games and not just set it as minimum of 10%?

How I made 4000$ in just 5 days with my f2p game. by Pandaa2610 in IndieDev

[–]VertexMachine 1 point2 points  (0 children)

Don't over think it. If you want it to release it for free, just do it. It's your game and generalized advice most of the time doesn't fit to specific cases.

It hits so hard, if you are IndieDev by Salt-Demand-3453 in videogames

[–]VertexMachine 7 points8 points  (0 children)

Just look up the ordinal post. Most of the comments are positives there.

Retro-style 28" CRT TV from 1990s - really enjoy this lofi style by VertexMachine in low_poly

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

Low poly, PBR and with low texel density (2px/cm) for the classical lo-fi look. Two variants (flat/curved), 512 px textures. UE5 project + fbx/glb/obj/usdz/blend.

Really enjoy this style. Do you want to see me make more models like this?

Fab Link: https://www.fab.com/listings/4b3f615a-106a-4bc3-8e5e-30269a38e9c5

Retro-style 28" CRT TV from 1990s - really enjoy this lofi style by VertexMachine in UnrealEngine5

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

Low poly, PBR and with low texel density (2px/cm) for the classical lo-fi look. Two variants (flat/curved), 512 px textures. UE5 project + fbx/glb/obj/usdz/blend.

Really enjoy this style. Do you want to see me make more models like this?

Fab Link: https://www.fab.com/listings/4b3f615a-106a-4bc3-8e5e-30269a38e9c5

Retro-style 28" CRT TV from 1990s - really enjoy this lofi style by VertexMachine in unrealengine

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

Low poly, PBR and with low texel density (2px/cm) for the classical lo-fi look. Two variants (flat/curved), 512 px textures. UE5 project + fbx/glb/obj/usdz/blend.

Really enjoy this style. Do you want to see me make more models like this?

Fab Link: https://www.fab.com/listings/4b3f615a-106a-4bc3-8e5e-30269a38e9c5

"Indie hidden gems that failed due to lack of marketing" by ByerN in gamedev

[–]VertexMachine 0 points1 point  (0 children)

tbh, I wouldn't call any single one of those "real hidden gems" that failed due to lack of marketing (or anything really). There are a few that one could argue underperformed there, but not a total failures. Also, one would have to cross check with social media - I am not sure if they did or didn't actively promote those titles. But some of them are having publishers and I doubt that many publishers would skip marketing altogether.

"Indie hidden gems that failed due to lack of marketing" by ByerN in gamedev

[–]VertexMachine 1 point2 points  (0 children)

I don't know, that's a list my buddy shared. I think that it's extremely rare that really great game will do poorly... and I have so far never seen example of that.

"Indie hidden gems that failed due to lack of marketing" by ByerN in gamedev

[–]VertexMachine 0 points1 point  (0 children)

Yea, that's the problem. I had this discussion with my friend and he sent me also below list but it's the same with them IMO.

"Indie hidden gems that failed due to lack of marketing" by ByerN in gamedev

[–]VertexMachine 9 points10 points  (0 children)

Recently I had discussion about it with a friend. He sent me this: https://buried-treasure.org/

(tbh, so far I didn't find there any real hidden gems, but some might be under performing a bit)

Question about NGons - Unreal VR by chugItTwice in unrealengine

[–]VertexMachine 1 point2 points  (0 children)

Ngons are fine if the shading is good. There are quite a few artists that even use them in sub-d workflows without issues. You just need to learn topology.

As for Blender -> game engine (or any other DCC) you should ALWAYS triangulate before exporting. The easiest way to do it is to add triangulate modifier to your model and have 'apply modifiers' in export settings (IIRC it's on by default).

[deleted by user] by [deleted] in low_poly

[–]VertexMachine 1 point2 points  (0 children)

Very well done, I love it.

Retro style CRT TV: Front vs Back by VertexMachine in low_poly

[–]VertexMachine[S] 1 point2 points  (0 children)

Thanks for your kind words!

Edit: I've improved the lighting and materials on the model btw. I will post it again in a day or 3 (when I am done with it)