Absolutely agree with this sentiment. I think it's not so much the actual tools but how you use it. Of course there are limitations but give John Wick a pencil and see what he does with it
I discovered this while making my own game. Before that, I used to be so critical of Game devs until I decided to develop one on my own. Only now I have so much more respect and appreciation for devs who make good work. It takes
alot of skill to make good renders. (+ writing + programming + marketing etc etc etc)
Personally, I don't really like the DAZ style (mostly due to many less skilled artist using stock poses, models etc), I like the HS artstyle more (lousy hs art can still be kinda cute and anime, but lousy Daz just looks weird and spastic). However, HS is obviously a very limited engine compared to DAZ,
but you can still make fantastic art if you put in the work.
For example, I'm quite a perfectionist for better or worse and I try to push the absolute boundaries of what you can do with a limited engine like HS.
I spent A HUGE amount of time perfecting my skills and trying to make HS renders look comparable to more powerful engines like DAZ and I think the results are pretty good while still retaining the anime like feel of HS.
Here are some examples from the game I'm currently working on.
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Just compare these renders to other HS games who use the
exact same engine. (Harem Hotel, Mythic Manor, Waifu Academy etc. *No hate. I
love all those games. And I support those games I named with my money. They are great, go play them.) I'm just speaking from a purely technical viewpoint here.
It makes a BIG difference if you actually put in the time to master your craft. (This is done with HS1 by the way. Imagine my agony when HS2 was just released as I'm halfway through making my game already. Haha. So sad, the engine in HS2 is
way better and next gen.)
For comparison, (I'm not going to show examples of other games but I'll use my own instead.)
One major gripe I had with HS games is that the background and scenery look terrible. I wanted a game that has really good scenes and backgrounds that is relatively realistic but retain anime feel.
This is the artwork I came up with at first when I was still grasping how to use the software and subsequent stages of improvement.
DRAFT1 (Really bad overall. Weak lighting, no depth, lousy textures, makes it look copy and paste)
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DRAFT2 (Clear improvements here but still not satisfying)
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Look at the same coffee shop scene now after redesigning the character to look more in line with the one I had in mind. Vast improvement in lighting skills and modelling, assets, skin etc. (I remade my entire demo 3 times!).
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I'm sure you can see a vast improvement. I was aiming to achieve art that is at least comparable to DAZ games but still maintain the
feel of HS art which I personally love. I'm sure there's plenty space for improvement and I'm learning how to use the tools at my disposal better everyday.
I hope I accomplished that! But
for sure, the quality of my renders have improved greatly as I polished my skills even though I use the same tools as I did before. It just takes some passion, time and effort, as with anything in life.
"It's not the size of the boat but the motion of the ocean."
Even a small dick can make a girl cum if you know how to use it ;P Muahaha.