Patrefans
PerfectDeadbeat from patreon
PerfectDeadbeat patreon

Getting Tina wet, Rainy magic, reducing render times and dialgoues! - Little Update inbetween!

🕑 Added 2024-04-23 17:01:04 +0000 UTC
Getting Tina wet, Rainy magic, reducing render times and dialgoues! - Little Update inbetween!

Comments

SoloSer

No worries champ, we undestood why , the masterpieces takes time and that matters after all, also have a good weekend Deadbeat ,you Deserve it!

Az'rel Muca no dre

Please sir I genuinely ask you, if you gonna release full movie please don't cut any part at allπŸ™πŸ™. Cause all of them were good animations

xblurp

Glad things got fixed and np.

Perfect Deadbeat

I just fixed it, it had to do with the VTF file and the data path that was supposed to refer to the normal map wasn't correct *face palm*. Thank you very much for helping out though! Glad to see some people having technical knowledge with those things too :)

HungryOuroboros

Just shooting my shot, but I've done NSFW scripts before. Nothing monetized, but feel free to DM if you're at all interested :)

xblurp

Hmmm...I can only say in regards to the material issue, is that you'd have create the equivalent Blender's "new user" thing in their data materials if they are all sharing the same material. So you can specifically edit which ones you want without messing up the others or the material itself. If SFM doesn't have that, then you could duplicate the material, rename it, edit it how ya want, and replace it on the meshes where it's needed. Tho that'd prob take a while. If the issue is more the material is weird then I couldn't say since I'd have to see the issue at hand to see if I could see a solution lol.

Perfect Deadbeat

Thank you! SFM only has "self destruct". Wonder what that does! Already using an HDRi for the sky. Using that for the forest would look way too simplistic. bumps and normals are created with pretty much any image editing software like photoshop or gimp. Problem is the material that is being used by a bunch of models at the same time. I don't even know lol

xblurp

In regards to the environment issue I feel that. Especially if the creator originally created the model with Daz in mind. For whatever reason, especially if it was made for Daz, environments tend to have an overblown amount of vertices for very little reason, making the use of it in renders other than a picture, inconvenient to say the least. It's prob due to Daz being made more for single images than animation. Idk if SFM has it, but maybe "Instancing" could of helped in regards to the tiles. Or creating an HDRi for the background and only having a few "real" meshes where most the main action would be. The bump and normal map creation I imagine you'll need to use Blender for, although in that case, messing around with the roughness setting in their materials could maybe be a quick way to create a wet look. Not great, but an idea. I'm curious about that other model.


More Creators