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3D CryEngine pay-what-you-want
Posted: Wed Mar 16, 2016 11:36 am
by Danilo
Re: 3D CryEngine pay-what-you-want
Posted: Wed Mar 16, 2016 5:37 pm
by DK_PETER
Thanks for the info, Danilo.
It's quite affordable now.
Especially for us non-profit developers.
Same goes for the Unreal engine.
https://www.unrealengine.com/what-is-unreal-engine-4
Re: 3D CryEngine pay-what-you-want
Posted: Wed Mar 16, 2016 10:10 pm
by tj1010
I'm glad free-market economics are starting to show that it's not programming that needs streamlined with game development. That was basically done a decade ago and everyone figured out making assets is really expensive _if_ you can even do them good enough for a product.. You can buy a cheap car for what a artist(if you can find one without back-orders) charges for one character model with just a few animations; you need at least a few dozen for most game designs.
But don't take my word for it. Look at the stats for indy 3D games over the last twenty years to the amount of times you've seen someone start one..
Re: 3D CryEngine pay-what-you-want
Posted: Wed Mar 16, 2016 11:46 pm
by Lunasole
Interesting, but almost useless as for me. Like many other existing tools and freeware engines, this one is too complex to nicely deal with it solo or with small forces.
Well, it bothers to any 3D, I almost don't know 3D games being "more or less complex" and finished, created by one or few developers [without lot of years gamedev experience and without lot of $ invested]. That's definitely not an indie area, if indie = small team without finances to hire army of codemonkeys, modelers and so on.
Even for non-commercial stuff it looks useless, as you anyway cannot do on it something that can't be done with the same quality level on Ogre3D for example [probably with lesser efforts and time waste].
@tj1010 in all those "ass etc stores" I see another side - there are too many ppl doing too bad games for last 5+ years. I can't even call this "development", it is rather "stamping", and this is not good nor for good developers making "games with soul" nor gamers or whole industry, as the market is flooded with garbage.
But well, perhaps it is the inevitable consequence when something becomes mass
Re: 3D CryEngine pay-what-you-want
Posted: Fri Mar 18, 2016 2:44 am
by tj1010
Lunasole wrote:Interesting, but almost useless as for me. Like many other existing tools and freeware engines, this one is too complex to nicely deal with it solo or with small forces.
Well, it bothers to any 3D, I almost don't know 3D games being "more or less complex" and finished, created by one or few developers [without lot of years gamedev experience and without lot of $ invested]. That's definitely not an indie area, if indie = small team without finances to hire army of codemonkeys, modelers and so on.
Even for non-commercial stuff it looks useless, as you anyway cannot do on it something that can't be done with the same quality level on Ogre3D for example [probably with lesser efforts and time waste].
@tj1010 in all those "ass etc stores" I see another side - there are too many ppl doing too bad games for last 5+ years. I can't even call this "development", it is rather "stamping", and this is not good nor for good developers making "games with soul" nor gamers or whole industry, as the market is flooded with garbage.
But well, perhaps it is the inevitable consequence when something becomes mass
If you had even one animation editor for something like zBrush for every 10 easy 3D libraries or languages indy teams would be competing with AAA studios with titles made inside a year..
Existing titles with poor quality animations and textures are actually a product of what I'm criticizing(any story or mechanic depth is besides the point). Animation pipelines(zBrush actually does texturing and topology proper IMO Blender too if you don't mind terrible UI/UX) even for tools like zBrush even in 2016 are just wrecked and one person who doesn't like it can't practically just go solve the problem by making a tool. At least not in a matter of months and without some form of financial-support.
You could also blame UI/UX. zBrush has the best but it's still annoying the amount of redundant menus and cross-effects. Blender has it exponentially and they don't even try to abstract things.
Basically: When solutions for streamlining animation and texturing should of got a turn in the industry people just kept making programming and topology solutions. Animation tools now for supported asset formats are like they were in the early two-thousands if not late-nineties..
EDIT: If you go to respected&prestigious 3D artists forums on the internet people actually like it this way because it means job-security. You mention tools like MakeHuman on the forums you'll get hit with a tsunami of flaming.. Another example of something being held back to keep something less efficient valuable for the sake of a few..