VN Ren'Py Where It All Began [S1 Ch.4 Fix 1 Steam] [Oceanlab]

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Penfold Mole

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Frankly, I don't mind that some of the renders are simple. I mean, you can't make each and every one of them a unique work of art. Just like in the movies there are simple shots with basic lighting - yes, often in dialogs where the camera jumps from a face closeup to a face closeup or medium closeups and not much else than a face is visible on the screen. Actors can just wear their everyday pants ( :LOL: ) and sneakers instead of their costume and you may not need the full movie set, just the background and some basic lighting.

And then there are full and wide and extreme wide shots with the surrounding environment - this is where all the effort of all the people on the real movie set goes - the people who find places to shoot, people who set it up and decorate the set and the lighting team and the camera team who sets up the places and angles and depth and focus of the camera and everything else I haven't mentioned.

And the same goes for DAZ sets, with the only difference that everything gets done by one person - not necessarily, but at least in this case. Sure, the set is virtual and in most cases doesn't cost as much to find one and to set it up, but if you take it to the level Ocean has done already, then this is what you're dealing with. And multiple takes or in case of DAZ, multiple renders with different lighting and angles are likely being done, until the result is good enough.

I'm not saying that there are no other DAZ artists here on F95 who haven't done 3D CG art at a level this high, because there are, but only a few of them are involved in making game renders and pretty much none are making a game alone as a one man team.

If you guys have paid attention to Ocean's devlogs, then you likely noticed that he often mentions difficult scenes that take either a lot of time to set up or a lot of time to render. Now the rendering part got easier and faster, but not the setting up part.
 
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sorco2003

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No eye blinking animations for static renders. Laaaaaaame.
Frankly, this shit scares me more than it helps create the immersion.
I gave you my like in an opinion, but you had to make a stab in the back!
How are you going to say that about the blinking?
it's such a nice detail and relatively so easy to do that it deserves praise for whoever was the first to use it. :cautious:
 

Maviarab

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I gave you my like in an opinion, but you had to make a stab in the back!
How are you going to say that about the blinking?
it's such a nice detail and relatively so easy to do that it deserves praise for whoever was the first to use it. :cautious:
But they are still stood still..like a statue...blinking.

It is also imo far more irritating and creepy than immersive. Now, if they did whole renders with a slight shift of the body with the blink..cool. But that's even more work...

They do it to add more immersion...it's like FPS games....something done to add 'immersion' which for me, doesn't look realistic in the slightest and breaks my immersion.
 
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Penfold Mole

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May 22, 2017
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But they are still stood still..like a statue...blinking.

It is also imo far more irritating and creepy than immersive. Now, if they did whole renders with a slight shift of the body with the blink..cool. But that's even more work...

They do it to add more immersion...it's like FPS games....something done to add 'immersion' which for me, doersn't look realistic in the slightest and breaks my immersion.
Naughty Road does that pretty well. There's a lot of shifting around and blinking, but he uses sprites on these animated scenes and re-uses them quite a bit. And these dialog scenes are intentionally cartoonish, just like the characters.
 
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sorco2003

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Frankly, I don't mind that some of the renders are simple. I mean, you can't make each and every one of them a unique work of art. Just like in the movies there are simple shots with basic lighting - yes, often in dialogs where the camera jumps from a face closeup to a face closeup or medium closeups and not much else than a face is visible on the screen. Actors can just wear their everyday pants ( :LOL: ) and sneakers instead of their costume and you may not need the full movie set, just the background and some basic lighting.

And then there are full and wide and extreme wide shots with the surrounding environment - this is where all the effort of all the people on the real movie set goes - the people who find places to shoot, people who set it up and decorate the set and the lighting team and the camera team who sets up the places and angles and depth and focus of the camera and everything else I haven't mentioned.

And the same goes for DAZ sets, with the only difference that everything gets done by one person - not necessarily, but at least in this case. Sure, the set is virtual and in most cases doesn't cost as much to find one and to set it up, but if you take it to the level Ocean has done already, then this is what you're dealing with. And multiple takes or in case of DAZ, multiple renders with different lighting and angles are likely being done, until the result is good enough.

I'm not saying that there are no other DAZ artists here on F95 who haven't done 3D CG art at a level this high, because there are, but only a few of them are involved in making game renders and pretty much none are making a game alone as a one man team.

If you guys have paid attention to Ocean's devlogs, then you likely noticed that he often mentions difficult scenes that take either a lot of time to set up or a lot of time to render. Now the rendering part got easier and faster, but not the setting up part.
Luckily it's something more common in this industry, it's not just about how "pretty" an image looks, it's about the purpose. Art direction is fundamental in my opinion, not just the narrative decisions or the static image or the animations, but what you want to do with it. There are examples that come to mind where the images are not even remotely comparable to Ocean, but they have put a load of intention to the whole that ends up being (in my opinion) beautiful decisions
 

Penfold Mole

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But they are still stood still..like a statue...blinking.
You mean, you wouldn't enjoy seeing blinking statues IRL? :HideThePain:

I've seen in a few games where blinking is combined with breathing. Much less creepy.
But it also means rendering videos or sequences of frames instead of stills.
 
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sorco2003

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But they are still stood still..like a statue...blinking.

It is also imo far more irritating and creepy than immersive. Now, if they did whole renders with a slight shift of the body with the blink..cool. But that's even more work...

They do it to add more immersion...it's like FPS games....something done to add 'immersion' which for me, doesn't look realistic in the slightest and breaks my immersion.
I don't agree, if an ass in close-up (or any forced angle) when the protagonist is on the other side of the room doesn't "break" the immersion, why would the blink of an eye of someone who is face to face in a conversation with the protagonist?
 
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Maviarab

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I don't agree, if an ass in close-up (or any forced angle) when the protagonist is on the other side of the room doesn't "break" the immersion, why would the blink of an eye of someone who is face to face in a conversation with the protagonist?
Cinema (and now) the games industry have been using weird angles and 'out of space' shots since the 20's, it's not a new concept. Doing it well is another thing.

People do not stand perfectly still in a conversation so what's the point of adding blinking?
 
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Hello guys, based question, but anyway, there is any date/time expectations of incoming update of WAiB? Anytime soon? One year already passed.
 
4.00 star(s) 236 Votes