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I'm restarting building my game, mostly in Blender this time

Hopefully what I've learned in Blender will help me build better models faster than I could in Unity's engine
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What kind of game?

Also, I played SOMA twice now. I like it a lot. Its pretty gross visually, but I like it. The psychological trip is awesome.
Now I'm hooked to that franchise. I want them all.
Thanks for recommending it.
caPnAhab · 26-30, M
@greensnacks So in a nutshell

it's not explicitly stated but you could imagine yourself as an extraterrestrial archeologist uncovering the history and downfall of the greatest human empire

I wrote a post about it

https://similarworlds.com/video-games/5112257-Im-imagining-up-my-own-lore-For-anyone-not-following-along

And about Soma, I take it as an inspiration for my game. I have a lot of inspirations for my game. But I'm glad you liked Soma! I just picked it up again because I actually haven't finished it yet.
CrazyMusicLover · 31-35
It's so fascinating to me now how people just decide to build some project in Blender and they actually do it. 😆 I always get stuck at PBR stuff and little BS like that. Always just some detail somewhere, no chance for an actual full scene.
CrazyMusicLover · 31-35
@caPnAhab Thank you! I always struggle with vertex count. I never know if I should keep as little of them as possible or rather make it look really good. It always ends up in an odd compromise. I didn't care about vertex count with this oleander though.
caPnAhab · 26-30, M
@CrazyMusicLover Do you use the flowers in a larger project or are they themselves the project?

I suppose you'd have to worry more about vertex count and such if they were just prop in a bigger piece eh? It really shows that you put a lot of details in the oleander.
CrazyMusicLover · 31-35
@caPnAhab I always have an idea of selling models as ready props but I haven't prepared any that way yet and I'm not sure what should be the limit of vertices. There's some typical workflow for these things but as I said, I hate following tutorials. 😅 so I just experiment with everything my way. Anyway, I always try to build stuff the way to use the lowest number possible and clean topology while still making it look good. I can always use subdivision surface later. What I hate though is how I create materials in one software and then it looks completely different in Blender or somewhere else.

Last year I tried using only Substance painter for materials but I don't like results. Everything looks like plastic.



 
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