A lot of people with lower end systems do it that way but it doesn't look nearly as good as if you render the entire scene as 1 image. You can't get quality lighting and shadows or reflections unless you render the scene as a single image. The worst quality is to render everything except the characters as a background image and then render the characters only as separate sprites. A lot of games do this because it also happens to give you the fastest render times since you only have to render the background once and every character render only takes seconds, but it's blatantly obvious and gives you more of a paper dolls glued to a photo effect.I watched an advanced tutorial for daz and normally what you should be doing is rendering the scene first to get it out of the way, you can then add in models overlay them over the scene and only focus on rendering the models and shadows creating a single image with 1/10 the amount of time in rendering giving you amazing images. I assume he is doing that very thing.
This should be obvious but doing this is a lot more complicated then how i described usually requiring maps made with photo shop.
This isn't true that's why you spend all that time creating a 3d map for daz in photoshop, Daz will take that map and the original scene you created and fill in all those reflections and shadows and lighting that happens from the models that you place into the scene without having to re render the entire background and create a single rendered scene for you in 1/10th the time. { sure if you have a mirror in a bedroom that could be a problem but in the end that's just poor placement in the room and you should consider optimization when ever creating a scene, but if the model you place into the scene is a mirror then it will reflect everything perfectly. }You can't get quality lighting and shadows or reflections unless you render the scene as a single image.
thats really great news, I was expecting it to take a lot longer actually. if you take into account that the current gameplay time of .92 is around 15 hours with its grind then that's a massive amount of filler he is going to be adding.you're saying not a big deal, yet the dev says he'll get to the point where 0.92 ended by the end of this year![]()
I'm sure there are some tricks you can use in photoshop, but I don't see how you could do something like this without rendering it all as 1 image:This isn't true that's why you spend all that time creating a 3d map for daz in photoshop, Daz will take that map and the original scene you created and fill in all those reflections and shadows and lighting that happens from the models that you place into the scene without having to re render the entire background and create a single rendered scene for you in 1/10th the time. { sure if you have a mirror in a bedroom that could be a problem but in the end that's just poor placement in the room and you should consider optimization when ever creating a scene, but if the model you place into the scene is a mirror then it will reflect everything perfectly. }
If i could find the tutorial i would hook you up but its one of those paid for ones i got a long time ago on this website.
I'm sure there are some tricks you can use in photoshop, but I don't see how you could do something like this without rendering it all as 1 image:
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I was trying to do an animation in low light right up against a mirror because I thought it looked cool. Unfortunately with my low end system it took more 8 hours per image (and still wasn't fully converged even then) so I gave up. You run into similar issues with less obvious situations like reflections in windows though.
The house used in Big Brother has a number of places where reflections could add some cool effects to some of the scenes but not when you render the background separately.
Very true, but sadly that seems like quite a big if at this point...If this version lasts and catches up on the content we had already I'm sure everyone will appreciate it and forget the hate.
Ok I have seen that video and I do think that's a nice technique for a pretty decent number of shots, but it's not a universal thing that works for every scene. He's got a lot of really good tutorials for both Daz and Renpy and I've watched a ton of his stuff. One of my favorite videos of his shows you how to create a really nice gallery in Renpy. I think he does some photography videos as well.Sorry I can't explain it in a good enough way to help you understand, just know that the method you are using is not very efficient and their are ways to have super high quality photos using the "advanced" method I'm talking about. You can get the same or better quality images from what you currently see now in this game. ( quick tip, you could pre render the entire room, overlay the mirror with a reflective surface like a thin flat surface that will create the reflection of the people in the scene, the (bedroom) is a huge waste of processing and resources so removing that entirely helps greatly in render time.
also just a quick note photoshop isn't use for making photos look better its used to create a depth map thats how daz knows how to do the shadows and reflections in the final render.
Also don't just dismiss what I'm telling you as hocus pokus because you don't know how to do it.
found a good video on this (You must be registered to see the links)
Take the original with mods - it's completed enough.I wonder, will anyone ever make a completed version of this game?
Every time someone asks if there will be a completed version the current one will be abandonded and another version will get made and it'll be another five years.I wonder, will anyone ever make a completed version of this game?
No, it's got the same curse as UrbanXLife, where every version is doomed to be abandoned or cut shortI wonder, will anyone ever make a completed version of this game?
Just day 1 so far it's more a proof of concept though clever people like Onlyfunz assure us there's a lot of content for repeatable events like peekingwhat content on rebuild? the same as last?
It's supposed to become similar with smoother gameplay and a more diversity for repeatables. It's not sure yet how many of the 6 paths (3 main paths with an option in each) will be kept. Most people don't notice the differences of the options anyway. We'll seewhat content on rebuild? the same as last?
SmirnyI wonder, will anyone ever make a completed version of this game?
I am quite sure that one one just stoped abruptly as well without a real ending.Smirny