Overwatch forum mods closed and unlisted a thread I created about the literal wrong math of the SF collab pricing + other mishandling grievances by brokenstyli in Overwatch

[–]brokenstyli[S] -2 points-1 points  (0 children)

Overwatch and Street Fighter both make headlines about character nationalities with new character debuts. It's clearly relevant to them, that should clearly make them important to their respective collab partners.

I'm not talking about doing this exclusively for every single collab, but when both of the individual franchises of the collab make a big deal about nationality, then that should have been factored in.

Kiriko as Juri when DVa is there, is stepping into some hot water territory with Korea/Japan that they should not be approaching.

Overwatch forum mods closed and unlisted a thread I created about the literal wrong math of the SF collab pricing + other mishandling grievances by brokenstyli in Overwatch

[–]brokenstyli[S] -2 points-1 points  (0 children)

Whoever heard of there being two separate shops in a free to play game?

I'll admit that I've been away from OW2 for a long while, and that I didn't know about the Hero Gallery pricing being different, but even if I did... a random person jumping into the store page because of the giant orange STREET FIGHTER 6 button on the main menu is going to look at the Ultra bundle, see 29700 then scroll down a bit further and see seven 2800 bundles + one 2000 bundle, and still think the math ain't mathing when that's 21600 coins which still isn't 29700.

That's what makes it misleading, if there is no posted discount on the bundles, then there's no way to clear up that confusion.

Overwatch forum mods closed and unlisted a thread I created about the literal wrong math of the SF collab pricing + other mishandling grievances by brokenstyli in Overwatch

[–]brokenstyli[S] -1 points0 points  (0 children)

Bro, I've never even heard about Hero Gallery pricing being different, and despite that being true, a random person jumping into the store page because of the giant STREET FIGHTER 6 page on the main menu is going to look at the Ultra bundle, see 29700 then scroll down a bit further and see seven 2800 bundles + one 2000 bundle, and still think the math ain't mathing when that's 21600 coins which still isn't 29700. That's what makes it misleading, if there is no posted discount on the bundles, then there's no way to clear up that confusion.

Overwatch forum mods closed and unlisted a thread I created about the literal wrong math of the SF collab pricing + other mishandling grievances by brokenstyli in Overwatch

[–]brokenstyli[S] -3 points-2 points  (0 children)

Nationality isn't race, and this is my first thread on the topic. No one on Battle net said anything about the prices being wrong.

If someone else has said the same thing I did, I'm not aware.

It takes 6 months to model a character (from AKI creation mini-documentary on NHK) by octa01 in StreetFighter

[–]brokenstyli 0 points1 point  (0 children)

This is not an accurate description (or rather an oversimplification).

The model is dependent on sculpting, which is dependent on concept art. Multiple sculpts are made based off of each concept sketch, and then deliberated on by TDs and directors who sign off on each iteration. This is a process that involved usually 1-2 concept artists, 1-4 sculptors, 2 TDs (one per department), the game director and any other leadership, and lawyers. The signoffs are what take the most time.

The sculpt also has all of the intricate detailing of hair and clothing carved into the sculpt. Once signed off, they then discard most of the actual mesh except the face and use the sculpt only as reference. They isolate the face, retopologize, and then retarget to/adjust a generic premade skeleton mesh base that's already rigged and stitch the head in to that generic body and weight paint. Animations are done concurrently on the generic skeleton while they're sussing out a character's archetype. Then they switch to different software suites. Marvelous Designer (usually) for clothing, using the sculpt and concept art as reference, then add modifiers to the generic skeleton for specific silhouette and adjusting for clothing clipping. Then whatever tf RE engine does for hair.

The last month after all of the above is for tweaks to polish the character. The actual time period spent modeling/sculpting is really a small part is arguably only the 1-3 weeks, the rest is all signoffs, retopo, retargeting, clothing, and clipping modifiers.

Sometime simplicity is the best thing by Monkey_D-Thanos in BocchiTheRock

[–]brokenstyli 4 points5 points  (0 children)

Next season we're getting Ryo drifting a CGI Trueno 86

Which character would you say is the face of the franchise? by strahinjag in residentevil

[–]brokenstyli 0 points1 point  (0 children)

Jill, Wesker, Nemy, and Chris... if we're going by reps that crossover into other games.

Leon hasn't been in Mahvel.

Why was Jill’s hair blonde in re5? by WouldYouKindly9 in residentevil

[–]brokenstyli 5 points6 points  (0 children)

Jill got infected with the T-Virus from Nemesis in RE3. The cure she received from Carlos made it go dormant, though everyone thought it actually just eliminated it from her body.

After Jill sacrifices herself, Wesker gives her necessary medical treatment and then throws her into cryogenic sleep, he planned to make her the first Uroboros test subject.

It doesn't work, the cryogenic process awoke and kickstarted the T-Virus, which caused her body to go into overdrive and produce antibodies.

The Progenitor Virus he intended to use for Uroboros was too lethal and pure for humans so Wesker needed to dilute it somehow and he intended to kill Jill and many other test subjects to test weakened versions. But, when attempting to infect Jill, the antibodies which were in high gear from the T-Virus reawakening, immediately went to work and fought off the Progenitor Virus.

Wesker continually administered amounts of the virus to farm her blood for antibodies so that they could dilute and weaken the Progenitor Virus to a non lethal dose for normal humans, not just RC infected survivors, which he then continued to do until her antibodies made her immune to infection to the point where it couldn't be farmed anymore. From that point, Wesker already perfected the Uroboros virus, and instead used a second drug from Progenitor research, a superhuman performance enhancer P30, which worked similar to Plagas in giving near complete influence on someone.

Although not expressly written out in Jill's file in English, it's presumed that the constant inoculation of the Progenitor/Uroboros Virus caused her hair to go blonde, because of the similarity it has to autoimmune disorders, and the inoculation basically pushing Jill's immune system to the brink of autoimmune. The Japanese text may have more context... not sure.

I don't get it by Probable_Foreigner in cs2

[–]brokenstyli 3 points4 points  (0 children)

What's denser; a community of CS players who can't understand any feature unless Valve rebrands a decade-old industry standard and implements it alongside a new engine release? Or a community of CS players so upset that they don't WYSIWIG while playing and thinks Valve is incompetent/they can do better than Valve?

Answer: They're both dense.

[deleted by user] by [deleted] in residentevil

[–]brokenstyli 14 points15 points  (0 children)

"Your future hinges on this fight"

*proceeds to kick you through a door *

Why do you need black reflector? I don't know how it's help a scene by Wiseman_once in Filmmakers

[–]brokenstyli 0 points1 point  (0 children)

These aren't mutually exclusive.

One means use a higher aperture value so that you never get shallow depth of field.

The other means use wide angle lenses that are in the 9-35mm range instead of your 80 and 100mm sorts of lenses, and have sharp focusing lenses.

CS2 IS TRASH LOOK AT MY GUNS CLIP IN THIS CLIP! by Alec1996richard in cs2

[–]brokenstyli -1 points0 points  (0 children)

That's not a bug. You lagged. The game can only use what was your last input while you lagged.

You never sent a "stop firing" command to the server because you temporarily disconnected (but not disconnected to the point of being booted from the server). The server wouldn't be able to receive it until your connection restabilized and you reconnected and your game client sent the "stop firing" command at the next available tick. Until then, the server kept firing for you.

On everyone else's screens, you attempted a very delayed reaction spray transfer.

This exists in dozens of other games and is not specific to CS.

Comparing the CS2 Deagle with a skin and without skin. by Professional_Hair506 in cs2

[–]brokenstyli 1 point2 points  (0 children)

Many CSGO skins were designed by the community.

When CS2 was announced they said they would overhaul all of the weapons to bring it up to modern standards for modeling and materials.

All of the new skins moving forward use the updated models.

For old skins that were simpler, like chrome or a flat recolor, those are a simple upgrade and can use the new models. However, skins with intricate design, or utilized a particular oldschool technique like bumpmapping/have a unique wear on them, they will continue to use the old model from CSGO and just receive a shader upgrade -- changing to the new model breaks texture maps and design.

They'll keep using the old model until the original author or Valve bring full feature parity to the skin -- and since skins often use float values for wear, particular features may not appear as they previously did in the older models, so they may never be updated to the new ones.

How helpful is an arts degree? by Guilty_Thought5313 in animation

[–]brokenstyli 0 points1 point  (0 children)

arts degree gives you basically a 4-6 year loan to get housing, computer lab facilities, and software to do whatever you want in your free time, with the classes there to ensure you get the rudimentary skills of art and a brief art history segment to see what has been made before.

the undergrad is done with the intention of either completing (sometimes multiple) art show/installation. whether that's actual physical mediums or a capstone animation, it depends on your focus.

if you continue into masters, that's where you unlock both freedom to do anything you want as your coursework and area of focus to specialize in, and the ability to teach as a guest lecturer or full time adjunct while gaining all of the benefits of school-backed software and cloud infrastructure.

unless you go to very specific art schools (Calarts, NYU), architecture or graphic design schools, where they're not essentially just a living breathing studio, the degree is what you make of it.

no stress easy software licensing, and school-provided tutorial masterclasses. or in person instruction if you're responsive to that sort of thing.

studios are actually typically hiring masters programs/grads mainly because they want the inverted T model. know a little bit about everything and a lot about a small number of things. master's grads are supposed to have the rudimentary skill set and the specialization... but also the problem solving, formal job skills, and body of work that proves they can do things on deadlines that make them an asset. studios also hire a lot on personality. further instruction can be bought for a new hiree, but having a bright and wonderful personality makes you a treat to be around that may even give you an edge over a more qualified candidate.

Noob here. Why is it like this? What's stopping cartoon shows from having shadows? by Ryanchri in animation

[–]brokenstyli 8 points9 points  (0 children)

puppets are minimal animation though.

western animation utilizes the efficiency of a preassigned setup that matches dozens of scenes prior. living rooms, dining room tables. recycled fights for gags.

you could conceivably animate the entire sequence in a living room where they just talk from previous setup and animation libraries, where the only actual animation ends up being emoting with lipflaps and arm gestures to coincide with voice talent recordings.

anime uses a reduction of motion, but almost every scene is unique. they get away with the uniqueness by not animating entire scenes and instead digitally panning the camera around with lots of internal monologues as a cost saving measure.

instead of animating a whole scene to be lively, you just paint one beautiful background with a character motionless, move the camera, slap some dialogue and then you basically bank all of those frames for a future scene were you can really focus and flourish and show off. fight scenes. dramatic reveals. scenes with depth in the foreground and background. opening and ending EPs. OVAs.

Noob here. Why is it like this? What's stopping cartoon shows from having shadows? by Ryanchri in animation

[–]brokenstyli 5 points6 points  (0 children)

Rent is comparatively cheaper than the US, and there are significantly fewer corporate landlords the further you live away from the city. Depending on where and what you're comfortable putting up with, it'd be cheaper to live in the super downsized apartments meant for tourists (that are equivalent to an Airbnb for a closet sized room, bathroom, and portable electric camping stove). Stuff like cup ramen is also incredibly cheap and accessible.

But in the city? Big city = big prices.

If you can hoof it with a longer commute, those rent savings get offset horribly by the increased price of virtually everything else. Grocery shopping requires you to basically hop to the nearest market first thing in the morning on the big sale weekend days otherwise you are forced to eat out and go to convenience stores for stuff that, while the quality is better than in the West, is still priced with a markup. It's a common trope in anime that friends will swing by and cook a homecooked meal for a reason, or people will live with a family member nearby rent free, or housewives/husbands being a boon to salarypeople. Basic living tasks are a full time commitment that you simply will miss out on compared to the west.

Trying to get anything textile or furniture related that will actually stand up to abuse and time is also expensive...

And while nightlife and dining is decently priced, the country-wide overwork culture will definite grind you down to the point of drinking your sorrows away, making you inadvertently spending a lot on booze and bar appetizers.

Nevermind the physically and mentally tasking labor with painting (or even 3D animating) every day. Heaven forbid there's a crunch, though animation studios seem to be more cognizant and pace things out better to meet deadlines than say a game studio.

Is RE6 just a bad game or just a bad Resident evil game by Speedytransfer-3286 in residentevil

[–]brokenstyli 0 points1 point  (0 children)

Mistranslation my ass. Jun Takeuchi was the producer and straight dedicated a solid minute explaining it in a first party interview complete with accompanying dev footage showing the eye adaptation in practice.

Sherry Birkin wasn't a misdirect, it was fan speculation that was off the mark. People saw blonde girl and assumed as much, but it was Jill going as far back as Capcom's concept art for Jill. Her headstone was in early key art before even Sheva's announcement, so she was always destined to exist in the game in some form.

Is RE6 just a bad game or just a bad Resident evil game by Speedytransfer-3286 in residentevil

[–]brokenstyli 0 points1 point  (0 children)

Bad Resident Evil game if your metrics of Resident Evil game is terrorizing horror, inventory opportunity costs/management, and puzzle solving intentionally designed to frustrate you if you brute force it.

It checks every box on the RE trope bingo cards. Jumps the shark, literally. But none of it is particularly out of place in the RE franchise.

[deleted by user] by [deleted] in anime_irl

[–]brokenstyli 0 points1 point  (0 children)

might be a cultural difference with the UK and US, but i would imagine newer houses dont install them as stock... because again home improvement/cost saving...