- Jul 9, 2020
- 181
- 418
I’ve been wanting a Sophia scene for so long. Not counting on getting it but if the image did feature her maybe I’m finally lucky enough to get one.
thank you!Jes refers to Jestur, the dev for Ripples.
thank you!Ripples, A House in the Rift, and Oppai Odyssey
Our game images are actually webp, even if they are tagged as pngs. TD knows the specifics, he does the compression of statics every time I hand him the 4k raws.Have you looked into using Webp instead of PNG? Lossless Webp claims to be 3/4 the size of PNG. 25% would be a big difference in the download size at this point.
NO UGil is the best, he made Detective Mina.
You meant great taste in boobs?no offense guys, but the models' faces in ripples, eternum, now & then, once in a lifetime and oppai odyssey look so unrealistic compared to pale carnations', and if they all had the same hair I couldn't keep them apart most of the time - even across different games sometimes.
the only thing thats same-y in PC is the devs bad taste in boobs lol, please don't kill me
I would say posing. Postures, hands, emoting, body language... that sort of thing. It seems we mostly agree.that cliffhanger
I would think its the subtlety of body language - including the face, model creation, and crisp renders (and the staggering details of the objects in the environment of course, can't forget those, because I love them)
what is it really though?
That´s for sure! I own AIS, due to a nice sale and play around with it a bit. I am happy with the stuff I make, but when I look at GiL´s character visuals like Hana, Mina and Feli, just to name a couple and scenes, there is a huge gap.Someone is being too humble)
I think experienced eye can easily catch Hard and precise work in HS1 studio playin' Pale Carnations.
someone on the team is definitely an expert in environments, if you look carefully at half the images you see - the models arent even the highlight, i mean they're decent, but it's whats going on in the rest of the scene; knickknacks on shelves, not just modeled appliances but placed with correct peripherials, almost no rooms give off that "I just fired up daz/blender/maya/3dsm and made a room. I will now place teh characters in teh room!" feel...that cliffhanger
I would think its the subtlety of body language - including the face, model creation, and crisp renders (and the staggering details of the objects in the environment of course, can't forget those, because I love them)
what is it really though?
You made Detective Mina.Gil is the best, he made Detective Mina.
I'm referring to the actual render Gil made, the one 10 times better than all of mine.You made Detective Mina.
Is this an indirect brag or should we get you literature for early onset alzheimer's, Red?
Hey. Coming up with something is very, very, very, very, very important and shouldn't be trivialized.I'm referring to the actual render Gil made, the one 10 times better than all of mine.
A compromise of compression. PC has currently 20k statics, way beyond most games. We do optimize our video clips too for the same reason. Just a small quality improvement across the board would be catastrophic for our disk weight. It's the price we pay for "the flow", as I like to call it.
I won't dispute your opinion about Jes' work, I share it too. He is undoubtedly the master of HS1 light, and its most gifted animator in the AVN scene. Zanith is definitely in that conversation too. My strengths lie elsewhere. As do Lykanz's, frequently forgotten but easily the most well-rounded. Arguably though, it's a matter of preference and taste. I think all of us surviving HS1 artists are currently at a level at which we shouldn't look at each other to compete, but rather, to learn.
Regarding HS2, I'm partial to Cryo's studio work, I consider him the reference. Cari is not as focused on pure technical studio work, but he is a genius editor with a very sharp sense of pace and display rhythm. I'd be happy with just a fraction of it.
nice spot thereAll solid work, but honestly? It's the exceptional writing and characters that has this game shuffling with Now & Then for the top spot in my opinion. If it didn't look as good, it would detract somewhat from the experience, but I'd still be here for the story all the same.
Also, I always get a kick out of seeing the repurposed statue of Azura from TESIII: Morrowind (scratch that, it's actually the one from Skyrim) sitting in the exhibition hall.
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Yeah, Kathleen is Evil incarnation of Azura, and I was wandering why MC gets such strange dreams on her route...All solid work, but honestly? It's the exceptional writing and characters that has this game shuffling with Now & Then for the top spot in my opinion. If it didn't look as good, it would detract somewhat from the experience, but I'd still be here for the story all the same.
Also, I always get a kick out of seeing the repurposed statue of Azura from TESIII: Morrowind (scratch that, it's actually the one from Skyrim) sitting in the exhibition hall.
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That's not really a big deal, after all there is a real life hotel in Turkey with the statue.All solid work, but honestly? It's the exceptional writing and characters that has this game shuffling with Now & Then for the top spot in my opinion. If it didn't look as good, it would detract somewhat from the experience, but I'd still be here for the story all the same.
Also, I always get a kick out of seeing the repurposed statue of Azura from TESIII: Morrowind (scratch that, it's actually the one from Skyrim) sitting in the exhibition hall.
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And all that comes together in...I think that was what you called "flow"...with the little changes in statics, that give the whole game the impression of animation even where technically aren't any. There're "just" statics with small movements and variations, but the brain of the player does the rest, connecting the dots to what feels like fluid motions.I would say posing. Postures, hands, emoting, body language... that sort of thing. It seems we mostly agree.
I also take pride in my character designs but that is highly subjective. My breast fixation is a handicap for a wider appeal.
Exactly thatAnd all that comes together in...I think what was what you called "flow"...with the little changes in statics, that give the whole game the impression of animation even where technically aren't any. There're "just" statics with small movements and variations, but the brain of the player does the rest, connecting the dots to what feels like fluid motions.
Its actually common practice in graphic design and animation studios to allow the brain to fill in the gaps. Cuts down on work tooAnd all that comes together in...I think what was what you called "flow"...with the little changes in statics, that give the whole game the impression of animation even where technically aren't any. There're "just" statics with small movements and variations, but the brain of the player does the rest, connecting the dots to what feels like fluid motions.