[Job] How much does a DAZ3D Designer take ?

Vanaduke

Active Member
Oct 27, 2017
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It's look more like your too envious to understood.
You claim that going through college can be a passion, but deny me the right to already know that and have included it in my answer, WTF man :/ But more than that, I find you relatively insulting here. Assuming that I put in opposition both going through college and giving up to your passion, like yourself did in your initial comment, is an implicit assumption that games authors haven't gone through college.
But the fact is that there's no magic here. You can't drop-out to succeed in the adult game industry. You need a lot of knowledge, more than one can generally acquire. You need to be an efficient coder, have a strong background in game and UI design, be an artist, and be a good writer. You need to have followed three, generally opposed, curriculum (scientist for coder, artistic for the game design and the CG, and literary for the writing part) to do it by yourself.
Those who succeed are better than you and me, and they deserve what they earn...

And that's where you totally misunderstood me. Giving up to passion doesn't mean that you let down everything and live a lazy life. It's the opposite, it mean that since that instant, you'll dedicate all your live to your passion ; that this passion will pass before (almost) everything else. And despite everything you can think about them, that's because they did that, that they are now successful adult game authors.
As successful as you could have been if effectively you'd gave up to your passion for college. Simply because you wouldn't have ended being one among many, you would have ended being the one. And whatever your curriculum in college, when you're the one, you succeed... But, more importantly, you don't envy the other, whatever how much they can earn compared to you. You don't envy them, because you have the life you wanted, and nothing, absolutely nothing, can't compare to this.
Classic projection. Nowhere I implied they didn't earn what they accomplished, stop putting words into my mouth. My statement simply implies the disparity of income, that an adult game developer makes more money than a college graduate with less work done. Projecting your sentiments won't do you any good.

Then, why are you still writing here ? You've gone through college, so you're better than them, right ? And you have a loan to pay, you need this money more than them, still right ? So, go for it !
Since you're sure at 100% that it's easy, it need no knowledge and you don't have this much works to do, what are you waiting for ? No more excuse, go for it, become the new DarkCoockie...
We're all degenerates here but putting words into someone else's mouth doesn't justify... whatever you're trying to say.
 
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215303j

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Classic projection. Nowhere I implied they didn't earn what they accomplished, stop putting words into my mouth. My statement simply implies the disparity of income, that an adult game developer makes more money than a college graduate with less work done.
I think on AVERAGE a college graduate earns more than a adult game dev on Patreon:

Given all that, I would say that in Northern / Western Europe, you need at least $7000 / month (= E 6100) to have equality with what you'd normally make as an employee programmer / graphic artist.
There are a few devs who make a lot, true. They are usually a team and therefore have to share somehow. Anyway I am sure that DarkCookie makes a lot of money each month. But so does Mark Zuckerberg and it's not like he actually graduated from college.
 
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anne O'nymous

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Nowhere I implied they didn't earn what they accomplished, stop putting words into my mouth.
Have you really read what I wrote ? Because you're inventing here.


My statement simply implies the disparity of income, that an adult game developer makes more money than a college graduate with less work done.
Less than 16 , over more than 2600 on Patreon, made more than $10 000/month. Counting those who've choose to hide their pledge, you go up to 32, not more. Between the taxes, insurances and related expense, and once split between each members of the team, less than 5 of them earn more than $3 000/month. If you add those know do works alone, like Akabur or Oni by example, it's less than 50 adult games developers than earn $3 000/month ; so a less than 2% of the 2600 adult games developers on Patreon.
I don't know in your country, but here $3 000/month is what you can expect as initial salary when you're a college graduate.
As for the works done, you clearly haven't a single clue about it. It's a full time job if you want to do it right, and so earn as much as a college graduate ; and I don't mean a "job hours" full time job, you need to works at least 10 hours/day, sometimes including week-end and holidays.


Projecting your sentiments won't do you any good.
Don't worry about this. I'll be 48yo this year and I've been 100% debt free all my life. This despite the fact that I own my flat, payed for my son's college expenses (it's cheap here, it help), will pay for my daughter's ones when the time will come, and live with only one salary since the death of my wife 8 years ago.
I have no reason to envy them for other thing that their ability to use Daz3D better than I actually do myself. Especially since I know that 50% of them earn less than I spend each week.
 

xer0x

Newbie
Jul 19, 2018
15
35
It is unfortunate for the OP that your never going to get a straight answer. @stoper answer's was as close as you will get. If you find an artists work you like, directly ask them. This a tired subject that happens in every industry/freelancing that is not widely know.

The variables involved are infinite, just for shits and giggles, lets say you have a broken WC/Toilet:

Plumber_A: Has a 3 kids, pays rent and leases his tools.
Plumber_B: Has no kids, owns his flat/home, but has 0 in his bank account.
Plumber_C: Has 10 trucks, 100 employees, but he has a gambling habit and his daughter has cancer.

Do you think you might get differnet $currency quotes from the above depending on the day,week or needs?
Think about all the different varibles that could be involved.

You can't plug ANY of the plumbers into a spreadsheet. Don't assume you know anything about anyone's business.
That's not even taking into account the second biggest question, Who is the customer?
its irrelevant in business if you went college, own your flat, or any other personal shit. Its about how you cant get the job done.
 
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Vanaduke

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Oct 27, 2017
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Have you really read what I wrote ? Because you're inventing here.
Yes, not only you're projecting but you're also in denial. You argued I was envious then lectured me about success, passion and they deserved what they earned implying I said otherwise. Tell me, where did I explicitly stated or implied that adult game developers didn't deserve what they earned?

Less than 16 , over more than 2600 on Patreon, made more than $10 000/month. Counting those who've choose to hide their pledge, you go up to 32, not more. Between the taxes, insurances and related expense, and once split between each members of the team, less than 5 of them earn more than $3 000/month. If you add those know do works alone, like Akabur or Oni by example, it's less than 50 adult games developers than earn $3 000/month ; so a less than 2% of the 2600 adult games developers on Patreon.
I don't know in your country, but here $3 000/month is what you can expect as initial salary when you're a college graduate.
As for the works done, you clearly haven't a single clue about it. It's a full time job if you want to do it right, and so earn as much as a college graduate ; and I don't mean a "job hours" full time job, you need to works at least 10 hours/day, sometimes including week-end and holidays.
Using only patreon is a narrow argument. There are other parties out there that provides such artists additional source of income, not including secret transactions and private requests between private interests and the developer unavailable to patreon or any similar services. Comparing them to an unsourced data of college graduate salaries (presumably U.S. based), you clearly have no grasp, not even the slightest idea of what you're talking about notwithstanding their product is by piece/by update that can be delayed for months or an entire year without consequences. I reckon there is no point to further this argument. And please spare me the horrible elderly lectures.

Let me put this simply. Self employed adult game developers and DarkCookie in particular makes more =/= if not equal than a college graduate. That's it. There are no emotional qualms attached; you're the only one in this thread who misunderstood such simple statement. Read the underlying sarcasm, "quite school and start making 3d breasts."

Don't worry about this. I'll be 48yo this year and I've been 100% debt free all my life. This despite the fact that I own my flat, payed for my son's college expenses (it's cheap here, it help), will pay for my daughter's ones when the time will come, and live with only one salary since the death of my wife 8 years ago.
I have no reason to envy them for other thing that their ability to use Daz3D better than I actually do myself. Especially since I know that 50% of them earn less than I spend each week.
1553230209793.png
And who says you're envious of them? Why do you incessantly project and put words into my mouth?
 

HopesGaming

The Godfather
Game Developer
Dec 21, 2017
1,702
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And succeeding through college is not a passion? That somehow adult game 3d artists are more passionate than people who hold degrees; to people who invested their health, time, resources just to pass the bar? You misunderstood. There's an obvious disparity of income equated to the amount of work done. Say DarkCookie has a cut of 10k/month yet has not released any update for 3 months, that's 30k for a few gbs of porn. Converted, that equates to millions outside of US...for a few gbs of porn where its customers can jack off within 5 minutes of gameplay.

You dont need to invest 5 years to make 30k from porn.
There is a huge difference.

With school, it opens up for opportunities and work. Work that guarantees pay.
This is why the average human does educations and normal jobs.
There is no risk in that sense of the word. It's safe.
Of course, there is the chance of not finding work after school but you will always have your education and can always keep searching. But overall- it creates safety.

Now with adult jobs as these- only the top 1% can make it a proper living. There is no safety.
You do not start at darkCookies level of income- no, you have to spend months and months working hours that go way beyond any normal jobs. It's day and night work. Before release, you make zero. There is no patron and no nothing. So months of everyday work for nothing. Then after release, you may get a couple of bucks.
So you work months again for the hope that your game gets picked up and patrons come in. And that chance is very minimal and in fact in the one digit percentile.
And after countless months of no pay or low pay that would make child labor feel bad for you, there is a chance your game gets abandon because it never gets the patrons.
And therein lies the gamble and risk.

So, it's easy to see the end earnings and be like - Woah! That's a lot of money. And they're bearly doing anything! And here I am doing school work...

And that applies to every big earner in life.
Actors, sportspeople, poker players and so on.

But it is the risk and gambles these people were willing to take to reach that point that separates them from the average guy who studies in school for the average job.
To take the chance of going after something that has a way higher chance of failure than success. To work for hours upon hours for no pay but just the chance of getting there.

Nothing wrong with playing it safe with normal schools and normal works (basically the average life)- but do not think that these people that make a lot in this business just got the money handed to them. They dared do what others didn't.
 

gamersglory

Xpression Games
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Game Developer
Aug 23, 2017
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Howdy Folks;

I have a project of a Ren'Py game but I don't wanna settle with the quality, so I don't wanna use my amateurish skills and ask for a skilled member of the community.
In order to plan the budget, I need to know how much will take a DAZ3D/Genesis8 designer with animation proficiency ?

- So where to find the F95 jobboard ?
- The prices are they by Renders ? Scenes (Group of renders ?)
- How much is fair price for an ICSTOR/SmokeyDots quality level ?

I need those intels in order to make my "business plan" ;-)

Thank you folks ;-)

OK so a lot of stuff to unpack here. First off a business plan :ROFLMAO: does not apply here that well. I'm tired of seeing people that think they can throw money at this and make a good return. I know how an adult Patreon game seems to be the Russian go to now for making money. But let me stop you there. The Real people that do this and succeed are the ones who are passionate about it. You don't come off like that. you can't do it so you want someone else to. Let me save you some time and say if you're going about this the way you are you will not succeed. You would probably give up after your first release because you did not make $1000 on Patreon in your first month. You start out with what you can afford to lose never borrow money for this. You might as well go to Vagus and play the slots.
 
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anne O'nymous

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You argued I was envious
Beep...
It's look more like your too envious to understood.
And you'll not make someone believe that because I was half asleep and messed, using your instead of you're, it prevented you to see the words above it.


Comparing them to an unsourced data of college graduate salaries (presumably U.S. based) [...]
Beep...

[The exact same message that above]
Since here, France, [...]
Which is why I didn't gave source, because there's few chances that you can read it. But like you insist, I'll give you the first link concerning the salary of young graduate here :
:
Inequalities between men and women start as soon as they graduate. Men earn on average 35,756 € gross (excluding bonus) per year against only 33,512 € for women, or 2,200 € less each year.
35,765€ / 12 months = 2,979€ = US$ 3,365

As I said, US$ 3,000 is what you can expect here as starting salary when you are college graduate.


Perhaps next time, just read what is effectively said...
 
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79flavors

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Jun 14, 2018
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[...] so I don't wanna use my amateurish skills and ask for a skilled member of the community.
In order to plan the budget, I need to know how much will take a DAZ3D/Genesis8 designer with animation proficiency ?
Wow, but this thread is getting sidetracked... in the meanwhile, let me see if I can at least contribute 'an' answer...

Honest answer: I have no clue.

However, a while ago I cut and paste a reply to a similar thread talking about money and VN games and such. I'm sure the answer is wrong... but it's the best answer I can offer to your actual question:

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

What I will also add is that these forums frequently have people asking for help with programming or graphics or some element of the game they themselves aren't comfortable doing. I've rarely seen anyone actually reply to say they've started work on a game. They ask... Maybe someone replies, maybe not... then it fizzles. So if you're looking to spend money, you'll need to show enough passion for your project to help rise above the "I have an idea for a game..." crowd.

My impression so far has been that most games start out as passion projects. The authors start work alone, then creates something... maybe publishes a couple of chapters... maybe accepts a little help from the community or individuals... but mainly demonstrates that they are capable. Where the money starts rolling it is LONG after version 0.0.1 was written, maybe in the middle of their first game, maybe even by the time of the 2nd or 3rd game by that author/team. By the time they've established their authorship credentials, someone or a small group of someones will contact them to create a better game (or next game). Then you've got a team. How successful that team is tends (in my opinion) to be linked to whether the original author then behaves like the boss of a small business or just an enthusiastic amateur.

I've seen very good games attract minimal funding. I've seen really bad games attract thousands. A lot of that (again, in my opinion) is down to whether it's a newer author (unlucky) or an older author who wrote a semi good game back when there way fewer games to pick from. Both make/made similar mistakes that all new VN game writers make... but the more established crowd did so before there was such a huge audience picking every aspect of their game apart. The ones who learned from their mistakes and grew as authors stuck around and now make money. The ones without the skill or temperament, fell by the wayside and are long forgotten.

Right now, I'm helping one author with QA testing for his game, and programming support. He also has someone else helping with the story writing. He's concentrating on his strengths... the rendering, whilst at same take doing the majority of the programming too. I'm helping because I want to, I'm not getting paid. The writer... probably the same. The Patreon is earning less than $150 per month with less than 6 months worth of monthly releases already published. My point is that nobody is making even a tiny fraction of a basic wage out of this first game, with 3 people working on it... but even knowing that... there are two of us willing to help out.

I'm not sure if any of that actually directly helps you... but it might give you a bit of an insight into how the smaller/solo projects start out.
 

Vanaduke

Active Member
Oct 27, 2017
692
3,029
There is a huge difference.

With school, it opens up for opportunities and work. Work that guarantees pay.
This is why the average human does educations and normal jobs.
There is no risk in that sense of the word. It's safe.
Of course, there is the chance of not finding work after school but you will always have your education and can always keep searching. But overall- it creates safety.

Now with adult jobs as these- only the top 1% can make it a proper living. There is no safety.
You do not start at darkCookies level of income- no, you have to spend months and months working hours that go way beyond any normal jobs. It's day and night work. Before release, you make zero. There is no patron and no nothing. So months of everyday work for nothing. Then after release, you may get a couple of bucks.
So you work months again for the hope that your game gets picked up and patrons come in. And that chance is very minimal and in fact in the one digit percentile.
And after countless months of no pay or low pay that would make child labor feel bad for you, there is a chance your game gets abandon because it never gets the patrons.
And therein lies the gamble and risk.

So, it's easy to see the end earnings and be like - Woah! That's a lot of money. And they're bearly doing anything! And here I am doing school work...

And that applies to every big earner in life.
Actors, sportspeople, poker players and so on.

But it is the risk and gambles these people were willing to take to reach that point that separates them from the average guy who studies in school for the average job.
To take the chance of going after something that has a way higher chance of failure than success. To work for hours upon hours for no pay but just the chance of getting there.

Nothing wrong with playing it safe with normal schools and normal works (basically the average life)- but do not think that these people that make a lot in this business just got the money handed to them. They dared do what others didn't.
I could use your argument by raising risks of post-college. From competition of low/average GPA against high GPAs, income brackets, career outcomes to crippling student loan debt. If you think college students do not risk or gamble their life away nor (if I may use your choice of words) spend hundreds of hours of internship with no pay for a chance of getting there, you are terribly misinformed.

Safe, be it an adult game developer or a degree holder is a status earned not guaranteed. Again, adult game developers, those who are not striving to the limelight earns as much with less work done. Self-employed flexible hours is a cakewalk my friend. If I could leave for 3 months with pay and earn 150k clean by the end of it, we're talking. If you want an atrocious example, I used to pledged to a developer who has not updated his game for an entire year but constantly has a 10k income per month excluding private requests and transactions not offered by patreon and similar services... and he is still active to this very day. This is easy money, less risk, less investment with less work done.

This why I said, "Quit School and start making 3d breasts."

If I'm not still not making myself clear to you both. I support whoever aspires to be an adult game developer because it's an easy money.

Beep...
And you'll not make someone believe that because I was half asleep and messed, using your instead of you're, it prevented you to see the words above it.
Beep...
Good for you, you insulted yourself.

Which is why I didn't gave source, because there's few chances that you can read it. But like you insist, I'll give you the first link concerning the salary of young graduate here :
:

35,765€ / 12 months = 2,979€ = US$ 3,365

As I said, US$ 3,000 is what you can expect here as starting salary when you are college graduate.

Perhaps next time, just read what is effectively said...
It's like I'm arguing against a brick wall, you actually gave me a source...but in french. Nope, im out. It's either I will insult you somewhere in the future if I further this argument or you'll continue to insult and embarrass yourself.
 
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anne O'nymous

I'm not grumpy, I'm just coded that way.
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Good for you, you insulted yourself.
Because I corrected by myself an error I made while writing in a language that isn't my native one ? Are you really sure of that ?


It's like I'm arguing against a brick wall, you actually gave me a source...but in french.
I know, it's very strange that the most reliable sources about the salary of french college graduate are in french.


Nope, im out.
Yeah, it's better... But at least you are funny.
 
Nov 1, 2018
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OK so a lot of stuff to unpack here. First off a business plan :ROFLMAO: does not apply here that well. I'm tired of seeing people that think they can throw money at this and make a good return. I know how an adult Patreon game seems to be the Russian go to now for making money. But let me stop you there. The Real people that do this and succeed are the ones who are passionate about it. You don't come off like that. you can't do it so you want someone else to. Let me save you some time and say if you're going about this the way you are you will not succeed. You would probably give up after your first release because you did not make $1000 on Patreon in your first month. You start out with what you can afford to lose never borrow money for this. You might as well go to Vagus and play the slots.
I don't think I succeeded by making myself clear enough ;-)
I'm passionnate about those games and I'm always looking for my dream game, dream scene ...
But even if ICSTOR and SmokeyDots make things pretty close from them, we aren't there yet... On the story side, they are great initiatves with poor graphics/animations. That a dealbreaker for me...

So I'm willing to make my Dream Game by taking all the Best Practices and adding what I would love to see.
The problem is that I could do the coding and obviously the scenario, but the Graphic side is out of my skills. I lack the time to master this skill since I've too much work aside.

So the Business Plan is not about being rich, it's about to cover the expenses of the graphic partner ...
I've not doubt that the 2K$ will be reach by the 3 Month.
Question is: How much per renders/scene since I will have to invest to start...
 

HopesGaming

The Godfather
Game Developer
Dec 21, 2017
1,702
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I don't think I succeeded by making myself clear enough ;-)
I'm passionnate about those games and I'm always looking for my dream game, dream scene ...
But even if ICSTOR and SmokeyDots make things pretty close from them, we aren't there yet... On the story side, they are great initiatves with poor graphics/animations. That a dealbreaker for me...

So I'm willing to make my Dream Game by taking all the Best Practices and adding what I would love to see.
The problem is that I could do the coding and obviously the scenario, but the Graphic side is out of my skills. I lack the time to master this skill since I've too much work aside.

So the Business Plan is not about being rich, it's about to cover the expenses of the graphic partner ...
I've not doubt that the 2K$ will be reach by the 3 Month.
Question is: How much per renders/scene since I will have to invest to start...
2k after 3 months?
Sorry to break it for you, but that is simply not realistic.
Not saying it can't happen but...that goal will only lead disappointment and in worst case abandonment. I just reached the 2k mark this month. And it has been around 6 months for me. My growth is seen as one of the faster ones...
 

Domiek

In a Scent
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Jun 19, 2018
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And it depends on where you live. If you are doing this full time, means that you are self-employed, which means that you have to pay for all insurances yourself. Given all that, I would say that in Northern / Western Europe, you need at least $7000 / month (= E 6100) to have equality with what you'd normally make as an employee programmer / graphic artist. Then there are only 30 devs (that disclose monthly income) making that mark. Of course in other countries / regions the numbers are different.

And if you do it as a team, everything changes again, it becomes easier to do it part time, but you also need to share the income. Still, say, $1000/month is not bad as extra spending money in exchange for a couple of hours every evening after your day job.
I say this with no intention of being confrontational, but $1000 a month for a couple of hours of work in the evening is simply incorrect. I understand you're likely saying it a bit tongue in cheek, but people seem to heavily underestimate how much time goes into these games.

I've easily spent over 40 hours a week, nearly every week for 7 months straight and only last month did I even break the $500 mark. I know people like @Joraell have spent well over a year just to hover around this point.

Yes, this is anecdotal, but I can almost guarantee that any dev on F95 putting in under 15-20 hours a week isn't coming close to $1000 a month. Making these games is not rocket science, but it is long and hard (giggity) work.

To OP. I highly recommend you use the money you'd pay a Daz artist to buy yourself a decent render computer and learn to do it yourself instead. 99% of us work full time jobs, often times even demanding careers while juggling family needs. If you're passionate about this, it can be done. Also, most devs here are really friendly and will be more than happy to answer any questions that come up as you learn to render.

I personally owe a lot to some of the people in this community for the help they've provided.
 

Ying Ko

Member
Jun 16, 2018
384
719
I would surmise that indebted college graduates are generally the people who are funding Dark Cookie, these games are escapist fantasies after all.
 
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macadam

Chicken Bubble Butt
Game Developer
Aug 5, 2016
6,959
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if you want someone who can create custom models and animation (aka freaking rigging) like the guys from wild life.... then good luck.
you better go to ask the AAA companie to borrow some of their employee...
a rigging guy will cost more money than buying a car, i m not joking, thoses guys are extremly wanted all around the world and soo, some of the most pricy.

imho, even if you amateur, you better start yourself. just to have an idea of the time and equipment required to do it. some bad peoples would gladly try to scam you.


as for DarkCookie, he aint make tons of money because of his game and drawing talent. he make money because of his communication skill. turn off the discord streaming, and darkcookie will lost 60% of his patrons. he justs how that he listen to the peoples very lots by his streaming, wich is why he make that much.
on others side, the devs of wild life make wayy more than DC, but they also stream and communicate. soo you see ? drawing and else isnt the main point.

ya can always ask Sam if you want some intel. after all, he is a member of darkcookie team , creator of awesomo and deal with discord troubles for them. :D
 

Joraell

Betrayed
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Jul 4, 2017
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I think this my post is to that thread. Until you making maybe 1000-1500/ month there is no earnings.





New card for my rendering machine
Hi, guys from times when I was started making redners, 2 yerars gone. Before that 2 years I was starting with Core i5, 8 gigs ram and brand new gtx 1070 8GB.

Almost all money I was getting from patreon, I was spend to building better rendering machines. And today I'm done with all upgrades with second GTX 1080ti.
So I want to say thanks to you guys, for your support, because without you I cannot spend all that money for this machines to do this game for you.

Now I want to spend money for someone who will made good sounds and music for whole game. Hope I will find someone good enough :)

Here is my 2 actual machines for rendering. On that PC's Betrayed is made.
My main is
  • Ryzen 2700x
  • 32GB DDR4 4000Mhz Ram
  • 2x1080ti 11 GB
  • 2x 500GB SSD Samsung Evo 960 RAID 0
Second Machine
  • Intel core i7 2600K
  • 16 GB ram DDR3 2400 Mhz
  • 3x GTX 1080 8GB
  • SSD 500GB

    Once again Thank you, you are awesome!




 

uradamus

Active Member
Jan 4, 2018
680
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I've spent the past month or two getting comfortable with Blender 2.8 and its new Eevee renderer. For those looking to save time and money on rendering, it's well worth looking in to. Stuff that takes several minutes to render with a ray tracing engine can be done in a handful of seconds with Eevee even with pretty modest hardware. There is a bit of a learning curve and several extra setup steps to get a scene ready, including some indirect light baking to get proper global illumination (GI) and better shadows (which can take a few minutes but really only needs to be done a few times per scene as you test values up front once you get all the static elements and lighting in place, then you are good for as many renders as you'd like in that scene). As long as you are putting the effort in to getting lights and probes set up properly and doing the light baking, the results are very high quality as well. I'm using pretty budget level gear too and things are running great for me (AMD Ryzen 3 2200G, GTX 750Ti, 16GB RAM).

From the looks of it, the development version of the DAZ importer addon is working with Blender 2.8 now as well. For those that rely on DAZ for their characters/assets.

Eevee can handle most of the same stuff that a raytracing engine can and then some. HDRIs, mesh based lighting, (screen space) reflections and refraction, sub surface scattering, bloom, depth of field, volumetrics (fog/dust/steam type effects and for getting nice moody god rays and such), motion blur, ambient occlusion, etc. There are 3 types of light probes, the irradiance volume is the most important for the GI and better shadows. The others deal with reflections, the reflection cube map will allow you to have objects in your scene show up in reflections and reflection planes are used for mirrors. Once you have those setup along with all your lights and static props, you just have to hit the bake indirect lighting button on the render panel in the indirect lighting section to get everything set. You want to keep any dynamic models, like your character models and such out of the area of the probes influence when you go to do the baking, otherwise they will get baked as well and that will mess things up once you start moving them around. They will still be affected by the light probes once you bring them into the scene though, so no need to worry there, they will just require a bit more work to render compared to the stuff that got most of their lighting and shadows baked.

A lot of the features have to be intentionally enabled as needed, in order to keep the calculations as light as possible, so you will want to get comfortable with the render tab and all of it's subsections. A few things also need to be enabled on a per material basis in addition to the render tab settings, like subsurface translucency and screen space refractions. Alpha stuff is best to set to the new "alpha hashed" option, it will look grainy in the viewport, but it offers superior performance and when you render, it will smooth the alpha bits out like the alpha blend option does. It avoids all the ugly z-fighting issues or the lack of proper lighting and AO on the semi-transparent bits by basically using a dithering pattern to simulate partial transparency while using the cheap and reliable alpha clip option for the viewport (which is where the graininess comes from).

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Joraell

Betrayed
Donor
Game Developer
Jul 4, 2017
2,450
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I've spent the past month or two getting comfortable with Blender 2.8 and its new Eevee renderer. For those looking to save time and money on rendering, it's well worth looking in to. Stuff that takes several minutes to render with a ray tracing engine can be done in a handful of seconds with Eevee even with pretty modest hardware. There is a bit of a learning curve and several extra setup steps to get a scene ready, including some indirect light baking to get proper global illumination (GI) and better shadows (which can take a few minutes but really only needs to be done a few times per scene as you test values up front once you get all the static elements and lighting in place, then you are good for as many renders as you'd like in that scene). As long as you are putting the effort in to getting lights and probes set up properly and doing the light baking, the results are very high quality as well. I'm using pretty budget level gear too and things are running great for me (AMD Ryzen 3 2200G, GTX 750Ti, 16GB RAM).

From the looks of it, the development version of the DAZ importer addon is working with Blender 2.8 now as well. For those that rely on DAZ for their characters/assets.

Eevee can handle most of the same stuff that a raytracing engine can and then some. HDRIs, mesh based lighting, (screen space) reflections and refraction, sub surface scattering, bloom, depth of field, volumetrics (fog/dust/steam type effects and for getting nice moody god rays and such), motion blur, ambient occlusion, etc. There are 3 types of light probes, the irradiance volume is the most important for the GI and better shadows. The others deal with reflections, the reflection cube map will allow you to have objects in your scene show up in reflections and reflection planes are used for mirrors. Once you have those setup along with all your lights and static props, you just have to hit the bake indirect lighting button on the render panel in the indirect lighting section to get everything set. You want to keep any dynamic models, like your character models and such out of the area of the probes influence when you go to do the baking, otherwise they will get baked as well and that will mess things up once you start moving them around. They will still be affected by the light probes once you bring them into the scene though, so no need to worry there, they will just require a bit more work to render compared to the stuff that got most of their lighting and shadows baked.

A lot of the features have to be intentionally enabled as needed, in order to keep the calculations as light as possible, so you will want to get comfortable with the render tab and all of it's subsections. A few things also need to be enabled on a per material basis in addition to the render tab settings, like subsurface translucency and screen space refractions. Alpha stuff is best to set to the new "alpha hashed" option, it will look grainy in the viewport, but it offers superior performance and when you render, it will smooth the alpha bits out like the alpha blend option does. It avoids all the ugly z-fighting issues or the lack of proper lighting and AO on the semi-transparent bits by basically using a dithering pattern to simulate partial transparency while using the cheap and reliable alpha clip option for the viewport (which is where the graininess comes from).

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Hmmm must say. looks pretty good.