Starframe3D

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Starframe3D

Starframe3D

@Starframe3D

Art Director, Lead 3D Artist, Substance Wizard and professional drawover champion at @NeAtDev https://t.co/0hBI3xC0QT - Available for freelance work

The void of space Присоединился Haziran 2020
195 Подписки89 Подписчики
Starframe3D
Starframe3D@Starframe3D·
Definitely getting this. After quixel support told us meta human support in blender was impossible, this is a welcome surprise.
Poly Hammer@PolyHammerTools

🚀 Blender Addon for Metahumans! Get ready to fully customize your Metahumans in Blender! Our new addon allows you to import DNA files and offers a seamless 1-to-1 integration with the face board rig logic, just like in @UnrealEngine. Now, you can work in Blender and effortlessly push changes back to your Unreal project in 1-click! 🎉 Early Access Opportunity! We are wrapping up development, but you can receive this addon for FREE upon release by simply helping us share this post! 👉 Sign up within the next 30 days to receive the addon FREE! polyhammer.com/release-signup 🔔 Follow us! Stay Connected for More Demos and Tutorials! #DigitalHumans #3DAnimation #b3d #blender3d #3d #gamedev #gamedevelopment #blenderartist #UnrealEngine #UE5

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Starframe3D
Starframe3D@Starframe3D·
Worked on this for months with @SunscorchCalvin. Turned out great and we now use it internally for everything. If you need a tool for your dialogue in your game, consider checking out Accessilogue.
Accessilogue - Unreal Dialogue System@accessilogue

Accessilogue is now live on the @unrealengine Market! A new and innovative tool from Sunscorched Studios, that will transform how your team does dialogue. unrealengine.com/marketplace/en… #UnrealEngine #UE5 #Unreal #gamedev #Accessilogue #dialogue #dialoguesystem #gamedevelopment

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Starframe3D
Starframe3D@Starframe3D·
@94Kiraly @J_Lee_Design Same honestly. That's my two biggest pet peeves with it along with a bunch of smaller stuff. The vertex colour stuff is what made us not use it in production for one of the titles I worked on in the end, purely becausr it would have complicated the pipeline for a very small team.
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Adam Kiraly
Adam Kiraly@94Kiraly·
@Starframe3D @J_Lee_Design That is getting better with each release, but yeah. The biggest usability issue we've been missing was per instance vertex colouring, there are alternative ways of achieving a similar effect but they're all very tech art heavy. Also no spline mesh compatibility at the time
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Jake L. Provo
Jake L. Provo@J_Lee_Design·
Environment artists challenge! How would you optimize this amount of cables while retaining visual fidelity?
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Adam Kiraly
Adam Kiraly@94Kiraly·
@J_Lee_Design @Starframe3D It's also far from a silver bullet. Yes it'll swallow a lot of problems but man you can make a mess with it without noticing it until it's too late. It has its preferred topologies, how hard edges should be used etc. You still need your technical head on when using it
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Starframe3D
Starframe3D@Starframe3D·
@Viexi_YT @J_Lee_Design Curious how it scales and compared in other engines though if anyone wants to weigh in.
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Starframe3D
Starframe3D@Starframe3D·
@Viexi_YT @J_Lee_Design I think that answer is dependent on engine and how much of the screen is taken up. At least in Unreal POM scales exponentially in performance cost compared to screen percentage occupied. Thud when working in Unreal specifically, I would choose one of the geometry based solutions
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Starframe3D
Starframe3D@Starframe3D·
We'll be joining the ranks of indie developers showcasing their newest darlings at #ddc2023 this year! Afterwards we'll be around for #Gamescom2023. Excited to meet up with new and old faces! Let's catch up, share stories, and talk new ventures.
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savannahXYZ
savannahXYZ@savannahXYZart·
@dieworkwear Like everyone else in this thread, I've been loving following this subject with zero prior knowledge. Would love to read more extremely specific clothing facts (and on women's clothing too if you have the interest to discuss it!)
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derek guy
derek guy@dieworkwear·
Getting a lot of questions regarding my criticism of Daniel Craig's clothes. Common questions: "How can you dress if you're muscular?" "Should no one wear skinny suits?" "What about a more modern silhouette?" Let's talk about some of these points. 🧵
derek guy tweet media
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Starframe3D
Starframe3D@Starframe3D·
In light of the new policy for tweets, I am moving to mastodon too. I just hope to see you all there so that the gamedev community doesn't completely fall apart. The knowledge base that was shared on twitter was very valuable to me and it's sad to see it go, so #RIPTwitter
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Starframe3D
Starframe3D@Starframe3D·
@J_Lee_Design Prepare for some fun, but also some headaches unless you are already familiar (and happy with) blender.
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Jake L. Provo
Jake L. Provo@J_Lee_Design·
“But Jake, it’s 2am” That’s the perfect time to hyper focus on a new project, especially when you have to go to work at 9am
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Jake L. Provo
Jake L. Provo@J_Lee_Design·
Okay I guess it’s finally time to look into whatever the hell this plasticity software is, keep seeing it everywhere
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Starframe3D
Starframe3D@Starframe3D·
@DaveOshry @RebootDevelop Shame about the wishlist conversion slowly going the way of the sales. But if I am being honest, I also have a ton of games, that have been on my wishlist for years. Steam doesn't really keep you up to date on them unless you also separately tick "follow".
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Haydn
Haydn@keyframequeen·
Viewmodel life hack!. For reference that feels really "game" like with arm perspective and captures head/camera motion. Holes are cut where I can adjust for zoom, video, slomo, photo. Also being on the phone it helps a bunch with viewing takes and iterating.
Haydn tweet mediaHaydn tweet mediaHaydn tweet media
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Starframe3D
Starframe3D@Starframe3D·
@Snauzage @JordanMossy Indeed. But I would probably not have that knowledge and aim for an overall cohesive image instead. Also considering player action here: If the screw looks different, it will stand out as interactable or a clue. If wanted, very powerful. Otherwise can be misleading/distracting.
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Mossy
Mossy@JordanMossy·
Art director just came back, he said the edge wear looks too much like a substance painter default filter. Can you make it more 'realistic' thanks.
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Starframe3D
Starframe3D@Starframe3D·
@JordanMossy I just bring my crayons to work. Pretty sure you know your materials better than me. Plus I'd be afraid to show you my wireframes ;)
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Mossy
Mossy@JordanMossy·
@Starframe3D I guess that's why you are the art director
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Starframe3D
Starframe3D@Starframe3D·
@odd_enough Pretty sure that needs to be censored with how intimate those refs are.
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Starframe3D
Starframe3D@Starframe3D·
@reefraf64 @PaigeHix This is why you always give them 2x what they tell you they need. We all overestimate how fast we can complete our own tasks. Good trick is for artists to give each other estimates, as we are much better at guessing the time a co-worker will take for a task.
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Reef
Reef@reefraf64·
@PaigeHix I'm a producer, and I love when I tell the artists/writers they have as much time as they need, they give me a deadline, and when the deadline comes, they are like: "I'm sorry, I need more time - this deadline was insanely short."
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