Today we are revisitng the Dust3D modelling application, recipiant of a Epic MegaGrant award. It makes it easy to model, rig and texture 3D models using a unique workflow. Link: www.gamefromscratch.com/post/...
This will be great for people who want a low Polly art style. That seemed really easy to create the deer. I am not a 3D artist but I think I could make something like this very easily.
@@DerAua Trump is controlled opposition, and Q(I have a feeling you're a Q follower) is a disinformation program. I wonder when people are going to realize presidents aren't elected, they're selected... years prior. Trump, nor Biden, or any puppet the Communists throw on our lap is going to save us. If Trump was legit he wouldn't have been selected to be president, and would've ended up like JFK the moment he announced he was "running" for president.
Woah I can't believe this software is real! I mean, it's not even the thing of going into a totally new creation method but just the idea of creating on a *easier way*. I'm totally going to jump over the hype train this time! Thanks for sharing this with us! :)
Whoa OMG craaaazy stuff. I think the most important stage in gamedev especially indie gamedev is prototyping, getting something that seems fun enough to continue, and the software that helps throw something together quickly is very inviting to be at the centre of this part of the workflow. I don't have any particular software i'd recommend in this regard, because do as i say not as i do, but i think this is an important avenue to explore.
I would argue the best tools for prototyping are still the thousands of assets available on the Unity/UE4 storefront. This software seems to make low-poly 3d modeling approachable for non-artists, as they only have to fill out a shape. They'd just need some original concept art to model something original for their game.
The potential of this software is insane. Imagine paying an illustrator an affordable amount for some concept art and getting good at filling out the shape in this software for a good low poly result (which you can easily increase and touch up in Blender), way cheaper than hiring a 3d artist.
Nice... Could this be a potential competitor with Blender in the future I mean in modeling and animation wise....would love to see it get some animation tools
Why not use both? Blender still doesn't have a good implementation of a feature like Z-Spheres, and metaballs the current implementation of metaballs is a little tedious. This would be a fantastic way to quickly make a base mesh and import it into Blender for sculpting.
Maybe I'm stupid but I can't make it do what I need it to do, if I'm shaping a body the X and Y axis are not simmetrical so I don't know how an oval cilinder (like a human body) will work, and the mesh always ends up looking extremely messy, I just can't. I tried to use this I give up.
PLEASE PLEASE RESPOND How do I change the language in DUST3D because I need it in English. I have tried to find the information everywhere it is driving me crazy - thanks if ANYONE knows. - Mine is all in chinese
I can see the subdivision settings being useful for creating different LODs, but I'm wondering if it could be coaxed into doing it automatically with scripting?
Most devices (even mobile) can handle plenty of polygons. What they struggle with is high-res textures. This is why most game engines focus on LOD for lower-res textures and don't focus a ton on polygon count, but I would also be interested to see this in action at real time.
@@Sp00mster I've done the profiling for my project and I assure you that mesh LODs make a *huge* difference when you have a large enough number of actors on screen over a wide range of distances.
I guess if your game demands it go for it! I was mainly suggesting that polycount is down on the list of optimizations I would look at and I would be hesitant to assume that polycount is a greater bottleneck than the CPU demand to 'automate' polycount LOD in real time.
@@Sp00mster I'm not sure where you got the idea I was talking about doing it in real time. I'm talking about using the tool in the video to generate my LODs automatically. It's a modelling tool, not a real time library.
dunno ... it fells like Blender forces you in such an abuse relationship that you end up modelling faster with Blender itself, IF you want to go somewhere with it. Also I tried ti a while ago and it was super laggy even for bsic shapes :( Base Mesh+ Divide Surface modifier + no dyn. top. sculpt Is still the best way to go about anything ... even for me that i'm an absolute beginner and bad with it
@@debmalyamitra353 Web development is VERY popular now! Everyone needs a site! And so on... And there is me, who just programs in C# and doesn't give a shit about web development :-)
@@igorthelight Ahh yess! I can feel you bruh. While I am coding in C++ here everyday I get notifications about 5 great JavaScript libraries you can use to increase your salary.
@@gamefromscratch i disagree with the first statement. they are visual representation of underlying data, and the visual representation is designed in such a way that if the underlying data is incorrect, the visual representation looks incorrect. also, even if you were right, as I was saying, you can also see it on the wings themselves, how weirdly they are deformed in the default position, as well as how weirdly they deform when you actually play around with the bones.