I really think this ROMhack does the old franchise a lot of good. It is so well and extensively done. This game is badass. Definitely worth the time and download.
BTW, if you can manage to not take damage at all until the last stage, similar to finding Akuma in a street fighter game, you get a special bonus near the end of the game. Don't spoil it by seeing the YT video "the real final boss of 4mi". Of course I only find out because I stumbled across the video when it was first uploaded.
Future versions will have english translations, complete and operable special mode and a higher than 96% maximum completion rate possible.
Yep, Shiny skin indeed.
I'm currently using Wet Maps for Victoria5/Michael5 ( http://www.daz3d.com/wet-body-gen-5 ), an old content I have since… well... since my first steps in the use of DAZ3D . I haven't tried yet the tip you told me a few weeks ago. But I will try it soon.
I hesitated to get these wet skins: http://www.daz3d.com/wet-sweat-rain-for-genesis-2-female-s ... But I was thinking it might very well be the old one for V5/M5 adapted to G2F... adaptation I've done already myself.
I will try as well to render with a lower shading rate to see what's the impact on the render. Thanks again for the advice!
I finish on a small render of my new portrait:
The old one was... well... very old :D. Done in the first two months of practising DAZ3D and he wasn't relevant of what Korothir should look like: Basically, he's supposed to be a Draenei "Man'Ari" in the world of warcraft universe. The new portrait is much more representative of what I had in mind from the beginning
Um actually no, no game engine (and any easily accessible computer, for that matter) at runtime is ever able to make use of the DAZ or Poser figures right out of the box.
It has to be decimated to a certain amount of acceptable polygons before the game can run smoothly, and there definitely will be more geometry that requires the resources to run as well, so not everything should be spent on just the character models. There are better ways to make use of the resources.
As for ideas, everyone has their own, but depending on the work group not a lot of them are reasonable or can fit in.
Not to be too harsh or anything.
If you have some determined people I say go for it, but plan well beforehand and everything.
PS. What's your definition of a "good" game? Because there's quite a few out now, some better-looking than others.
For me it was the realisation that I don't know the tools I want to use, well enough. The urge to simply render, which rears its head frequently, has to constantly be suppressed and replaced with patience, at the moment. My current focus is getting to know this tool well. Another struggle I'm contending with is the render engine I want to use. I've tried the Physical render engine, with good results. The Standard engine does not cut it for me at the moment. I really like Maxwell in the time I trialled it, but the render times are excessive for what I'm trying to achieve. I have as recent as yesterday turned my attention to vRay. Over the next four weeks I'll make the final decision on the render engine and then buckle down and get to know it well. I just realised, I could sit here and write an article on this, so won't bore you any longer, but this art requires a broad knowledge on many things and it ain't going to be mastered over night. One step at at a time, with a effort to truly understand each part it will eventually bring me to my goal.
Well, I've had it render long hours on some images with no problems. Close-ups with transmapped hair with HQ render settings at 3500 pxl is pretty heavy stuff for it to pull …
Got it extra faned from underneith and not had any heat problems yet, even with outdoors tempertures at 35C (95F). Had one of those 50 pound monsters on floor under desk and kept kicking my toes blue on it, so I switched to this one since I can just fold it and grab it with me when I go places. Better specs on this than on the monster, really, and works very well as one of a dual-monitor setup. ..
But I do consider Reality to be an alternative to more expensive packages since Lux actually can run in the background as described. Only limit is I can only make use of it in more simple images. Even seasoned users of DS and R - like Supro - complains over long render times and I could really use that decay feature on the Mesh Lights, if it was there.
Need to do some experiments with it since I do have R3 for Poser, but haven't used it yet to any extent.
Been glancing at Lightwave, but there are two issues holding me back there - price and learning curve ..
I am using mostly genesis for a while, but I usually shift between preferences. V4 with fixes is very nice but so is genesis with some fixes and the morphability of the figure is unmatched.
Using the GenX plugin really opens things up although it has its limitations of course. You wont be able to transfer detailed crotch morphs from V4 to Genesis simply because the base genesis mesh doesnt have as many polygons in that area. Which is not surprising since DAZ has made it quite clear that they dont want to be seen as the producers of porn meshes - which they pretty much are - since I havent really seen much use of the figures outside of 3dx and some fantasy themed pinups on deviantart to be perfectly honest
But back to the topic, I think that all three generations of figures are good enough to find a place in our runtime and renders. Each has their own advantages over the other and none is really the absolute best for everything, so I find myself using a mix quite often.
Those artists who don't give a crap about what a girls hair looks like (as long as she has some) have it easy dont they?
Indeed. Good hair is to me second only to good lighting. It makes or breaks an image.
I agree, since before I started trying to learn 3DX one of my biggest annoyances has been seeing "anti-gravity hair" used in pictures, you know where the girls head might be at an angle or even upside down but the hair still faces the direction it would face if she was standing up straight.
I won't get a hair unless I see something like "20 styling and adjustment morphs" in the product description
I believe these digital rights protection censorship laws are turning over this year. So its highly possible for indie artists like Ume-sama to produce titles without the need for editing in such a manner. DLSite is also in the works of getting feedback from both normal and adult artists to see what boundaries can be changed very soon. So anything is possible