What are you working on currently? [2016]

Finally decided to start working on a game, came out as a wasteland desert.

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Yeah it was going to be an ad but it evolved into a thumbnail

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OOo. R15 looks really nice with weapons. Curious to see the first FPS that uses roblox’s R15.

protip: It’s hard to see in the picture so I can’t be certain if you are/aren’t doing this, but angle the torso like 40* so that the left shoulder is in ‘front’ of the right shoulder. It’s how people hold rifles IRL and it looks more natural when firing.

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Yea I absolutely adore r15 with packages, it’s hard for me to go back into R6 with no packages, I can’t wait until UGC so I can submit some fly packages.

But yea, I think I’m gonna do my games as R15 now.

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Um, not really - it seems entirely impractical. Why have to hire an artist to render a 2D “beauty” image that doesn’t exactly represent what the actual hat looks like? (for thousands of hats, gear, packages, etc) That’s not a texture, it’s a shader, and it doesn’t look like that at all in-game or when applied to your avatar, so it’s quite misleading.

Unless you mean hats should show how it looks on a players head, in which case this still wouldn’t be ideal as a lot of hats also interact with the torso and such. You’d need the whole character not just it’s head.

It looks more appealing. I can’t think of a game i’ve played where they haven’t done this. If the image properly represents what the hat is like i don’t see what would be wrong with that.[quote=“jcfc, post:4760, topic:19325”]
That’s not a texture, it’s a shader, and it doesn’t look like that at all in-game or when applied to your avatar, so it’s quite misleading.
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Shaders can always be baked. Perhaps by the time i am applicable to work for roblox, shaders will be a thing.[quote=“jcfc, post:4760, topic:19325”]
Unless you mean hats should show how it looks on a players head, in which case this still wouldn’t be ideal as a lot of hats also interact with the torso and such. You’d need the whole character not just it’s head.
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We could always categorize hats for where they are connected. Swordpacks for example can be shown on the back of the torso, necklaces on the front, etc.

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Just because something looks “more” appealing doesn’t mean it’s better. Care to point out some UGC marketplaces on this scale which use artist renditions of the items? It would make the entire catalog non-uniform. Who’s going to make these thousands of renders? What happens if the artist styles clash? what if one leaves? It also produces yet-another-step in publishing an asset. What happens when user generated content rolls around for the store? Should they be producing a render?

Erm what do you mean? Hats are 3D objects with an image texture on them. Your image isn’t, it’s a material with transparency and such. Should someone be expected to go through every item and re-do them to that specification? I can’t even imagine the millions of hours that’s going to take. If they release other types of texture maps (spec, bump) then are we supposed to have a store where things prior to (2017?) are as they are now… and the new items some fancy artists image? No that wouldn’t make any sense.

Yes this is what I mean. There will need to be a character, and it would make more sense to have the full character for every image rather than random body parts.

It’d be far better to just have the site render them a little nicer with some AO/GI automatically, if it’s really that important.

I try to come with solutions and you try to avoid the problems. I don’t think we’ll ever agree on anything we say to each other.

What problems am I avoiding? Your solutions aren’t solutions, that’s all. Yeah I think we’ll agree to disagree on making little special snowflake images for thousands/hundreds of thousands (eventually) items made by employees and users.

That’d be awesome

btw let me know if you hear anything about UGC because i’m all in for that stuff.

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Believe it or not, this nondescript green cube is the start of something bigger than this one place. I’ll keep you posted.

Finally had a chance to get back to vehicle design… Some little W.I.P. coming to Roblox soon! :wink:

Did Someone Say Abracadabra?

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Right then, here’s what that cube is now.

I can’t keep my Zootopia projects to one place anymore. I need to build more. I plan to build a small place ( Roughly the size of this one.) for each district. And I’m connecting each one via “public transport” ( or a teleportation hub). So this’ll teleport to a hub, and from there you can go other places, or find them via my profile. Eventually.

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are you rendering that in blender?
if you are, you could look into some PBR shaders.

tutorial: https://www.youtube.com/watch?v=V3wghbZ-Vh4

I actually am using PBR shaders. Its just a rough render, dont really plan on doing anything fancy render-wise. Just using it for reflection patterns.

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only if that was in real life.

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well in the case

set preview samples to 0
fullscreen (control up arrow) and put into camera view
shift+z
let sit for 10-20 minutes
take screenshot.

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Noise is due to quick render view. Its not an actual render. Trust me, I know my way around blender, lol.

well obviously you do. i couldn’t model a car like that
and last time i did try… it didn’t turn out all that good
see here:

i’m just giving some suggestions on how to have a very pretty preview model for showing off.

also, if you set up just a basic outdoor or studio lighting environment texture, you can better showcase the shiny-ness of the car.

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