Search Results
3/7/2025, 8:06:57 PM
>>1008763
>>1008766
>>1008773
thanks a lot everyone I'm going to write these down and learn each term/method, as well as how to replicate and prototype them this month. I really appreciate all the insight and info, as they’re rare to come by, i do still wonder if this is possible in live preview software's like ue5 and unity, my project is gameplayish (Mix Of Software And Game)
Here More details about me and my project if anyone interested and would like to give me tips or criticism :
i come from 2D animation background, worked as an intern in Japanese animation industry. and on some vtuber lore videos
and now I'm looking into 3d animations because of the versatility and ways to have said animations be interactive, there is where i stumbled upon game engines
I still wanted to use my 2D animation skills so i was inspired by that artist and how the mouth and facial expression move like a 2d animation would, alongside the lighting and shading ofc,
my project isn't really a full fledged game but more so an interactive system that serve niche issue im seeing on the internet, I'm working on the render and technical parts first before dive deep into the core of the project
I'm currently juggling between UE5 and Unity to compare their differences, as they seem to fit my needs, AE for compositing and Blender is always in the mix too, since it can do so much and act as a converter for non FBX formats
i do have a question regarding game engines,
unreal engine 5 advertise itself as THE shader maker, but one of its biggest game (fortnite) doesn't have that much of stylized shader/material let alone high quality anime one
while unity is lightweight and has been used for really well made anime style 3d (my fav in term of aesthetic is ZZZ, expressive stretchy animations), its workflow doesn't flow well with my other software and its animation tools really lacking compare to blender and ue5
i guess its not about the tools but more so the skills.
>>1008766
>>1008773
thanks a lot everyone I'm going to write these down and learn each term/method, as well as how to replicate and prototype them this month. I really appreciate all the insight and info, as they’re rare to come by, i do still wonder if this is possible in live preview software's like ue5 and unity, my project is gameplayish (Mix Of Software And Game)
Here More details about me and my project if anyone interested and would like to give me tips or criticism :
i come from 2D animation background, worked as an intern in Japanese animation industry. and on some vtuber lore videos
and now I'm looking into 3d animations because of the versatility and ways to have said animations be interactive, there is where i stumbled upon game engines
I still wanted to use my 2D animation skills so i was inspired by that artist and how the mouth and facial expression move like a 2d animation would, alongside the lighting and shading ofc,
my project isn't really a full fledged game but more so an interactive system that serve niche issue im seeing on the internet, I'm working on the render and technical parts first before dive deep into the core of the project
I'm currently juggling between UE5 and Unity to compare their differences, as they seem to fit my needs, AE for compositing and Blender is always in the mix too, since it can do so much and act as a converter for non FBX formats
i do have a question regarding game engines,
unreal engine 5 advertise itself as THE shader maker, but one of its biggest game (fortnite) doesn't have that much of stylized shader/material let alone high quality anime one
while unity is lightweight and has been used for really well made anime style 3d (my fav in term of aesthetic is ZZZ, expressive stretchy animations), its workflow doesn't flow well with my other software and its animation tools really lacking compare to blender and ue5
i guess its not about the tools but more so the skills.
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