Game Funding

Grayman1977

Newbie
Apr 8, 2018
83
37
Hello my name is Grayman1977 and im looking into a way to raise fun to get a good workstation for 3d modeling,im currently unemployed and very poor due to the fact that i have health issue that prevent me to work outside of my home. But i want to be autonomous and start an Adult Visual Novel but to do so i need tools and money so i decided to try to start a Gofundme campaign you can donate if you want.My Roadmap is as follow roughtly:

  1. Get equipment
  2. Get a team: (writer,voice actor,coder)
  3. Write down a quality concept with team,i already have great idea.would like it to be a multiple ending interactive novel where choice really matter. And an original story.
  4. Devellop said game i plan of doing my own custom Vn engine or use unity or Renpy.
  5. Release a game with enought content to be enjoyable with expansion to the story.No 0.1 bullsh1t when you see the game it will be finished(Well since funding without material is impossible it seems ima bait with beta build .......seems like its the only way).
  6. Game will be 100 % free with donation link inside

Once i have met my first goal ,getting that computer i will put up another fund raiser but this time to hire people to do specific task.
I would like to thank anyone that toook the time to read this.If you do not help me i understand perfectly since im a stranger in this forum.
Il post funraiser progress weekly and show the workstation once complete.
Have a nice day.
 
U

User_920791

Guest
Guest
It is almost impossible to get financial support on the internet if you have not previously presented an interesting project or have not won the sympathy of people in any way.

You should make a short game on your own (with and ) using your current equipment to try to arouse people's interest and eventually get their financial support through Patreon or direct donations.

Despite hardware requirements, Honey Select can run on low-end computers if you do not use maps and adjust graphics quality. Ren'Py is the best engine option because it works on any device and is very easy to use.
 

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,888
2,860
It is almost impossible to get financial support on the internet if you have not previously presented an interesting project or have not won the sympathy of people in any way.

You should make a short game on your own (with and ) using your current equipment to try to arouse people's interest and eventually get their financial support through Patreon or direct donations.

Despite hardware requirements, Honey Select can run on low-end computers if you do not use maps and adjust graphics quality. Ren'Py is the best engine option because it works on any device and is very easy to use.
I am 2 weeks into working in Daz 3D and a few days into working with Ren'py, but I will share a quick observation. If you download Ren'py, it has a sample game that shows the compositing power of Ren'py. The way that Ren'py can work is you can have a fully rendered background, then composite an image of an actor on the top of it. The actors, being very limited in detail, can render very quickly. If you have a good story, rendering it in Daz 3D then compositing it and creating the story in Ren'py is very doable, even with extremely limited experience.
 

uradamus

Active Member
Jan 4, 2018
680
752
As others have said, if you've got nothing to show, it's a bit pointless to be asking to be funded. Even an old computer can run Blender just fine; you shouldn't need more than that to get going with 3D and Ren'Py will run great on just about anything. Even my ~decade old POS budget system that crashes several times a day on me when I push it too far can handle Blender just fine as long as I disable the CUDA rendering and avoid complicated PBR material setups and way too high poly sculpting (it doesn't start to crap out on me until around 2 million tris with dyntopo enabled).

2.8 reached beta the other day as well and that includes a few new realtime renderers for the 3D viewport. I had to switch gears several times over the past few months to try to find a setup that will work for my aging system, but it was possible. I'm currently messing around with testing a more traditional setup with minimal/no shading and baked lighting to lessen the burden until I can get some work out, hopefully earn a bit, and buy replacement hardware that can handle the sort of art work I really want to be creating.
 
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seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,888
2,860
I am 2 weeks into working in Daz 3D and a few days into working with Ren'py, but I will share a quick observation. If you download Ren'py, it has a sample game that shows the compositing power of Ren'py. The way that Ren'py can work is you can have a fully rendered background, then composite an image of an actor on the top of it. The actors, being very limited in detail, can render very quickly. If you have a good story, rendering it in Daz 3D then compositing it and creating the story in Ren'py is very doable, even with extremely limited experience.
ellen shocked.PNG

This is an example of an image that uses Ren'py's compositing, with the fully rendered background image, and the actor, rendered separately, composited in. This could be used to build many scenes and cut the rendering time down, even on a very modest system.
 

Grayman1977

Newbie
Apr 8, 2018
83
37
Thank you guy for all your suggestion and comment,ima work on a short story to show my skills and post it so you see what i can do might take a while since im sick right now and i deleted the fundraiser campaign.Im still looking to build a team of develloper for a adult novel with legal content.A good story writer ,a python coder for renpy and a male and female voice actor and maybe a guy with a good computer to help me render the project pm me if interested and serious
im not looking into milking patreon i want to do the best VN nonetheless.


Thank you very much to have taken some time to reply
 

Grayman1977

Newbie
Apr 8, 2018
83
37
View attachment 189102

This is an example of an image that uses Ren'py's compositing, with the fully rendered background image, and the actor, rendered separately, composited in. This could be used to build many scenes and cut the rendering time down, even on a very modest system.
I want quality render in my VN not some outdated v4 and m4 figure,i know how daz work worked with it alot.I want to be able to offer a quality product with model that are agreable to look at and feel realistic not l ike plastic toy. You compositing suggestion is awesome did not think about that thank you :D ima render the background ,every actor separately as well as the scene clutter then merge them back in photoshop with some postwork

Thank again
 

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,888
2,860
I want quality render in my VN not some outdated v4 and m4 figure,i know how daz work worked with it alot.I want to be able to offer a quality product with model that are agreable to look at and feel realistic not l ike plastic toy. You compositing suggestion is awesome did not think about that thank you :D ima render the background ,every actor separately as well as the scene clutter then merge them back in photoshop with some postwork

Thank again
Honestly, I've worked in Photoshop since version 2.0. The compositing that Ren'py does is every bit as good as Photoshop does, but without the bloat. If you composite it in PS, then you have the composed image (and the bits it takes). With compositing in Ren'py, all you have is the size of the background and the size of the overlay. This makes the game much more lean. If you look at Daughter for Dessert as an example, each episode is extremely light, coming in at a few hundred K. Readers, especially those with limited bandwidth, and mobile users (a growing part of the market) will definitely appreciate the thrift. Especially given that it doesn't come at a cost of image and rendering quality.
 

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,888
2,860
:D ima render the background ,every actor separately as well as the scene clutter then merge them back in photoshop with some postwork
Regarding the last part of your post, I have to ask the question. Are you giving the customer what you want, or what they want? When you look at highly successful VNs like Daughter for Dessert, you have to acknowledge that the focus is on the storytelling and not extravagant technique. Sure, there are renders when they are called for, and sex scenes as well. But they are as needed, and not pervasive. The main thing in DFD is the story. And there is a *lot* of story. I reverse-engineered Episode 1 of DFD, and calculated the first episode as just under 12K words. That is a *tremendous* amount of storytelling. I would challenge you to think about whether what you are developing is what *you* want, or whether it is what the *customer* wants.
 

mickydoo

Fudged it again.
Game Developer
Jan 5, 2018
2,446
3,548
I feel your pain @Grayman1977, but we would all like a Gofundme campaign for a game and/or better equipment, I have started a game a couple of months a go but the idea occurred to me back at the start of the year, it took me near six months before I could get a PC capable of doing so, and its extremely good but it still lacks in areas. I had to add more ram, its got a 1050i in it, it more than suffices but I cannot go doing animations or extreme big scenes without cheating. I will buy a bigger card in the new year, hopefully my game is out before I do and hopefully any patrons will soften the cost somewhat by then, but I don't expect either to happen, I'm making the game for me, I'm on disability so apart from keeping me busy it's actually good for me mentally.
 

uradamus

Active Member
Jan 4, 2018
680
752
I don't bother with Daz, not much of a fan of it most of the time, but you don't need to use Iray to get good renders. Raytracing render engines are nice and all for getting half decent results with little effort. But if you are willing to learn how to light a scene and adjust materials properly, taking special care to get the subsurface scattering (SSS) looking properly realistic for the characters' skins, then you can get high quality results in a fraction of the time with any old hardware.

It's a real shame that lighting has started to become a lost art. If your scene has less than 3 lights, then you aren't doing it right, heh. You don't want to go overboard, but too many people will throw in one or two lamps and call it a day. You want your key light that defines the major light and shadow areas of your scene, then at least one fill light to help smooth out the harsher transitions of the key light, which is usually about half the strength and coming from a different angle aimed towards the transition areas of the light and shadow areas caused by the key light. Then a bounced light is the next most important, it is usually pretty dim and tinted to a darker version of the floor color or the most common background color in the scene and is meant to brighten up the shadows just a touch, it's usually placed somewhere roughly opposite of the key light, though this can vary a fair bit from scene to scene. If you want to after that, and if it would be appropriate, consider adding in a rim light to give the silhouettes a bit more interest and pop.

Beyond those, you will also want lamps for any visible light sources in the scene or for any sort of accent work you feel the scene could use. Like for instance in a darker scene you might want to have a light that casts interesting shadows on to the scene, like maybe from behind a tree or something. I don't know if the older renderer in Daz has support for ambient lighting, but you'd generally want to add a touch of that as well, it usually really helps to pull a scene together by giving everything a slight bit of a uniform tint. Along similar lines, all of your lamps should be given some color, you almost never want to be using white lamps, as they are very harsh and unrealistic.

I can go on forever about this sort of stuff, but if you want to find out more, look into things like studio lighting or cinematic lighting. Most of the best info will come from sources talking about photography or cinematography, though also older 3D lighting tutorials will often cover a lot of this stuff in decent detail as well.
 

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,888
2,860
It's a real shame that lighting has started to become a lost art. If your scene has less than 3 lights, then you aren't doing it right, heh. You don't want to go overboard, but too many people will throw in one or two lamps and call it a day.
Not to post too long of a response to this, but I just started working in Daz 3D two weeks ago, and lighting was one of the issues I noted right away. A quick Google search turned up a number of high quality tutorials, articles, and videos on using three point lighting, and though I am still getting used to navigating in Daz 3D, it has been fairly easy to set up. There are even presets for three-point lighting available. You are right that those who use Daz 3D should be using three-point lighting in most cases if they want to achieve realistic scenes. It's not hard to find instruction on this stuff.
 

uradamus

Active Member
Jan 4, 2018
680
752
3-point is a decent start, but it shouldn't be considered a hard and fast rule. Most of the time 3 aren't really enough, but that tends to be the baseline of acceptable lighting if you want to get anything decent, ourside of something like really dark and harshly lit noire type scenes with sharp dark shadows, but even then I'd still probably toss in a rim light and maybe a bounced light if ambient lighting isn't an option.

Here is an example of something I threw together a few years back for a simple seasonal desktop background I got in the mood to make with some old assets I had laying around. It can still use some work, for instance I should have added a bit of glow to the edges of the openings on the jack-o-lantern as a bit of post processing. But I kinda wanted something a bit more subdued anyhow, so it wouldn't be too distracting or attention grabbing, since it was intended as a wallpaper. That scene however has about 9-10 lamps in it and I've adjusted the ambient light settings as well.


Here are a couple of behinds the scenes looks at the setup as well for those curious.
porch - behind the scenes 1.jpg
That first one can give you a bit of an idea of all the lighting craziness going on in there. A bunch of the geometry is just there to cast shadows. As you can see, I didn't really bother with textures either, outside of the one for the doormat. Several of the surfaces have some slight procedural textures in the mix to give them a bit of interest, but I basically relied almost entirely on lighting to give the scene color and life.

porch - behind the scenes 2.jpg
This second one just shows how things looked in the viewport in material mode, you can compare it to the final image to see the difference some ambient light makes, it gives that slight purplish overcast and brighter feel that you see in the render.

EDIT: Oh, btw, I used the old Blender Internal renderer for that. Took like 2-3 minutes to render with my crappy old system - I think I was using an even older graphics card at the time as well.
 

Hadley

Well-Known Member
Sep 18, 2017
1,026
1,842
Adult VNs are the same as any Indie-Game. You need something good to show before people are even considering giving out money.
 

Grayman1977

Newbie
Apr 8, 2018
83
37
3-point is a decent start, but it shouldn't be considered a hard and fast rule. Most of the time 3 aren't really enough, but that tends to be the baseline of acceptable lighting if you want to get anything decent, ourside of something like really dark and harshly lit noire type scenes with sharp dark shadows, but even then I'd still probably toss in a rim light and maybe a bounced light if ambient lighting isn't an option.

Here is an example of something I threw together a few years back for a simple seasonal desktop background I got in the mood to make with some old assets I had laying around. It can still use some work, for instance I should have added a bit of glow to the edges of the openings on the jack-o-lantern as a bit of post processing. But I kinda wanted something a bit more subdued anyhow, so it wouldn't be too distracting or attention grabbing, since it was intended as a wallpaper. That scene however has about 9-10 lamps in it and I've adjusted the ambient light settings as well.


Here are a couple of behinds the scenes looks at the setup as well for those curious.
View attachment 190181
That first one can give you a bit of an idea of all the lighting craziness going on in there. A bunch of the geometry is just there to cast shadows. As you can see, I didn't really bother with textures either, outside of the one for the doormat. Several of the surfaces have some slight procedural textures in the mix to give them a bit of interest, but I basically relied almost entirely on lighting to give the scene color and life.

View attachment 190182
This second one just shows how things looked in the viewport in material mode, you can compare it to the final image to see the difference some ambient light makes, it gives that slight purplish overcast and brighter feel that you see in the render.

EDIT: Oh, btw, I used the old Blender Internal renderer for that. Took like 2-3 minutes to render with my crappy old system - I think I was using an even older graphics card at the time as well.
Yeah i know how lightning work and i always use more then one light ,you can with the old daz render engine simulate about anything its just more cpu intensive doing so and i use luxrender open source renderer instead of iray or 3dlight.
Thank for your advice anyway its appreciated.

p.s Maybe im looking entitled,not the case people owe me nothing,i was just appealing to people generosity to get out of a tought spot i was just explaining why i was asking for money but i werent promising anything.But i will do a short story to show what i can do, can't say when but i will and it will be nice.
 

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,888
2,860
Trust me. Use Ren'py's compositing features and you can write a credible story and present it visually without having to do a million custom renders. That will let you get much more content out quickly than just about anything. When I look at really successful projects like Palmer's Daughter for Dessert, this model was followed with very limited renders that were not composited, and the project was received quite well.
 

RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
13,341
3-point is a decent start, but it shouldn't be considered a hard and fast rule. Most of the time 3 aren't really enough, but that tends to be the baseline of acceptable lighting if you want to get anything decent, ourside of something like really dark and harshly lit noire type scenes with sharp dark shadows, but even then I'd still probably toss in a rim light and maybe a bounced light if ambient lighting isn't an option.

Here is an example of something I threw together a few years back for a simple seasonal desktop background I got in the mood to make with some old assets I had laying around. It can still use some work, for instance I should have added a bit of glow to the edges of the openings on the jack-o-lantern as a bit of post processing. But I kinda wanted something a bit more subdued anyhow, so it wouldn't be too distracting or attention grabbing, since it was intended as a wallpaper. That scene however has about 9-10 lamps in it and I've adjusted the ambient light settings as well.


Here are a couple of behinds the scenes looks at the setup as well for those curious.
View attachment 190181
That first one can give you a bit of an idea of all the lighting craziness going on in there. A bunch of the geometry is just there to cast shadows. As you can see, I didn't really bother with textures either, outside of the one for the doormat. Several of the surfaces have some slight procedural textures in the mix to give them a bit of interest, but I basically relied almost entirely on lighting to give the scene color and life.

View attachment 190182
This second one just shows how things looked in the viewport in material mode, you can compare it to the final image to see the difference some ambient light makes, it gives that slight purplish overcast and brighter feel that you see in the render.

EDIT: Oh, btw, I used the old Blender Internal renderer for that. Took like 2-3 minutes to render with my crappy old system - I think I was using an even older graphics card at the time as well.
Just want to say spot on with the lighting tips. I get into debates all the time with people who swear by HDRI's. I find HDRI's lazy, imperfect and uncontrollable. I'll take a three-point set up any day no matter who disagrees with me.

I'm also not a fan of emissive surfaces. I'd rather use three or four point set up and have total control. We do a lot with Iray though, it's just our personal choice.

Just curious, what software did you say you preferred? We only started working with Daz a year ago but we've worked hard to shoot around the learning curve.

In the interest of sharing examples, the following was done using only a three point set up as well. All spots, the only emissive are the under bar lighting which is for effect and not actually lighting the scene.

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Grayman1977

Newbie
Apr 8, 2018
83
37
Just want to say spot on with the lighting tips. I get into debates all the time with people who swear by HDRI's. I find HDRI's lazy, imperfect and uncontrollable. I'll take a three-point set up any day no matter who disagrees with me.

I'm also not a fan of emissive surfaces. I'd rather use three or four point set up and have total control. We do a lot with Iray though, it's just our personal choice.

Just curious, what software did you say you preferred? We only started working with Daz a year ago but we've worked hard to shoot around the learning curve.

In the interest of sharing examples, the following was done using only a three point set up as well. All spots, the only emissive are the under bar lighting which is for effect and not actually lighting the scene.

You don't have permission to view the spoiler content. Log in or register now.
nice lightning setup
 

Grayman1977

Newbie
Apr 8, 2018
83
37
Trust me. Use Ren'py's compositing features and you can write a credible story and present it visually without having to do a million custom renders. That will let you get much more content out quickly than just about anything. When I look at really successful projects like Palmer's Daughter for Dessert, this model was followed with very limited renders that were not composited, and the project was received quite well.
Yeah i like how they did stuff with daugther for dessert ill probably start by doing my sprite/actor first then do my scene.I want to also use my own morph but it will have to wait since application like zbrush is expensive.Im kind of fed of seing always the same 3d actor in every Adult visual novel made with Daz.Might try blender since its free but hard it had a steep learning curve