First up, just lurk more around the "Dev Help" and "Programming, Developmnet, Art" subforums to learn what other people are doing.hey there all
I am trying to understand about making the assests for the game on my mind. any tips ?
I second that, it's a great compendium of knowledge to get you sorted and give you some pointers where to go from here.Second, read the link in my signature "Winterfire's Talentless Guide" - it was initially written as a joke but is actually one of the better concise guides.
well cannot agree more. If you play a game w characters there is has to be something and yes ppl love sex dolls over personality but the ppl still loves the second one more, otherwise bein a DIC couldnt be the best on board for years here.Not every game type is appealing to every person. Clearly there are lots of people who like beautiful graphics but shallow, shitty, stories because they sell quite well on steam. But for me that sort of game is like low-quality McDonalds food - unsatisfying.
You'll have to setup a skeleton so you can animate it. That process is called Rigging.well cannot agree more. If you play a game w characters there is has to be something and yes ppl love sex dolls over personality but the ppl still loves the second one more, otherwise bein a DIC couldnt be the best on board for years here.
I have another thing to ask: lets say I learned to make bodies on blender and did a...idk... a thick latina milf witch curvy hairs. whats the next process after the create the model ? am I just gonna screenshot it ? or can I add a skeleton on it and can animate how I want ?
VAM is easier to use :If I am not interested in creating VR works or the interactive functionalities of VaM, is there any reason to use it for creating animations instead of Blender?
I also had the same question awhile back because I wanted to create animations/stills for a potential game using VaM. I originally started out with Honey Select 2, which works but I saw some future issues with doing more unique animations and the support is very lack luster. Then I found VaM, which is great for creating scenes and has plenty of assets and guides available. Though the issue I had with VaM for creating animations was that there's a limit of how much control you have. And like what AlternateDreams pointed out:Hello, piggybacking off of this thread to ask a quick question about Virt-a-mate.
If I am not interested in creating VR works or the interactive functionalities of VaM, is there any reason to use it for creating animations instead of Blender?
I was initially interested in VaM because I was drawn to some of the models I've seen in various VaM works, but it looks like they can be easily exported and used in other environments. I am very new to 3D art and am pretty much set on the Blender route, but I wanted to make sure I wasn't missing anything regarding VaM. Seeing all of these different ecosystems feels overwhelming when I have no clue what I'm doing in the first place @_@
VAM is easier to use :
- it's designed to be used by gamers and creators. In just a few hours, you can understand the principles of the software and start creating scenes.
- If you have a VR headset, you'll be able to animate everything by being in the scene yourself, moving bones by hand, etc., which makes things much simpler.
- VAM handles collisions and physics automatically. This makes it much easier to avoid clipping between models, manage 'bounces' and so on.
However, I can't really recommend it for rendering images/animations.
While you can do pretty things, you'll very quickly be limited by VAM (especially in terms of lighting quality).
Blender, on the other hand, will be harder to get started with, but it will never limit your progress and you'll be able to reach an excellent level if you stick with it.
Please note that if you start with Blender, it's probably not worth trying to export VAM models to Blender. You might as well use Daz directly (which is where the VAM models come from in the first place) and export the models to Blender, or use models already made for Blender, such as those you can find onYou must be registered to see the links(beware of licenses, though).
It's up to you, depending on your goal.
You could, for example, choose to make your first game with VAM to concentrate on the essentials, and later move on to Blender, for example.
Or you could opt for an 'in-between' approach and use Daz instead.
If ur very good with VaM you can make some very realistic renders/animations , the highest and most realistic works iv seen they always from VaM, Blender kinda have its own look that feels less realistic than VaMHello, piggybacking off of this thread to ask a quick question about Virt-a-mate.
If I am not interested in creating VR works or the interactive functionalities of VaM, is there any reason to use it for creating animations instead of Blender?
I was initially interested in VaM because I was drawn to some of the models I've seen in various VaM works, but it looks like they can be easily exported and used in other environments. I am very new to 3D art and am pretty much set on the Blender route, but I wanted to make sure I wasn't missing anything regarding VaM. Seeing all of these different ecosystems feels overwhelming when I have no clue what I'm doing in the first place @_@