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/jp/ - Otaku Culture


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11546973 No.11546973 [Reply] [Original]

Why don't visual novel developers switch to 3D models already?

>> No.11546990

You've never played an Illusion/Teatime game, have you? Trust me, you don't want this. Japanese programmers can barely code a functional 2D VN, let's not make things too complicated for them.

>> No.11547002
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11547002

>>11546973
2D is beautiful

>> No.11547025
File: 204 KB, 1694x981, 2013-10-20_22-26-10.jpg [View same] [iqdb] [saucenao] [google]
11547025

>>11546973
Besides the obvious porn pose simulators aforementioned in Illusion and Teatime, some others do, like Communication with Sonico, or Time Leap.

>> No.11547027
File: 72 KB, 369x1153, 013_20131017022406fc8.jpg [View same] [iqdb] [saucenao] [google]
11547027

I like when they meet in the middle with 2.5D

>> No.11547035

I can't wait for superior clothing based combat.

>> No.11547346

3D cannot yet fully emulate the beauty of two dimensional art.

>>11546973
>>11547025
...but it's slowly getting there.

>> No.11547387

True 3D in VNs would be time-intensive for very little benefit. The only way 3D could help is 'static 3D' which is what a lot of concept artists do currently: roughly draw something in 2D, make it to order in 3D in the exact same pose/etc (not as a general purpose model,) then render that model in the same pose using lighting/textures of your choice, bring it into photoshop and use its nature as a model to do things you couldn't if it was 2D (eg. work on textures more accurately, etc.)

>> No.11547409

>>11546973
because VNs are supposed to be made on the cheap by otaku fagets who don't have a long enough attention span to deal with 3D graphics, let alone optimize them.

>> No.11547610

>>11547025
>>11546973
/3/ here.
Played some Illusion games, etc.
They're far too low poly and they're awful. They have poor shading, clip everywhere, and are sloppily animated.
Given that they are allowed to use pre-rendered 3DCG, the situation could possibly improve. An acceptable alternative is 2D planes in a 3D environment. I imagine nobody cares about anything other than the characters anyhow.

>> No.11547654

>>11546973

what >>11547610 said + it 3D would be too distracting and VN's would lose the charm 2D gives.

>> No.11547666
File: 113 KB, 280x350, 1378056411820.png [View same] [iqdb] [saucenao] [google]
11547666

>>11547409
I hope you know most VNs are expensive as fuck to make. There were complaints that costs of CG were insane, most costing around $70 per.
>>11546973
Most are already doing that. Alice-Soft created Rance Quest with 3D models for the combat and navigating.

>> No.11547690
File: 65 KB, 1024x576, re_dial_feat__hatsune_miku_by_flexiblemoony-d5z1vl8.jpg [View same] [iqdb] [saucenao] [google]
11547690

Most of them look like shit.
That said, i'd love to see a quality 3D VN. Vocaloid producers can do it, why can't VN devs?

>> No.11547734 [SPOILER] 
File: 45 KB, 500x500, 1358992383348.png [View same] [iqdb] [saucenao] [google]
11547734

>>11547666
>I hope you know most VNs are expensive as fuck to make. There were complaints that costs of CG were insane, most costing around $70 per

My sides haven't been this stealthy in awhile..

>> No.11547790

I hated it when Street Fighter went to 3D and I'm going to pray to god that VNs won't ever go 3D. Sprites look so much better.

>> No.11547800

>>11547690
It's not really a VN, but the latest Phoenix Wright has 3D visuals replacing the original 2D sprites, and it works incredibly well. They actually look and animate better, though that could be due to the 3D.

>> No.11547801

>>11547800
Yeah, I've seen it, but it's pretty much an exception from the rule.
I'm thinking it might have to do with Phoenix Wright being simply more popular than VNs so it probably had a much bigger budget too.

>> No.11547815

>>11547801
That and 3D models are apparently very hard to do, especially when you add cel shading to the mix.
Still, it's nice to see 3D models catching up to animation in quality and detail, even if it's possibly 10x the work for something that doesn't entirely capture the look.

>> No.11547838

The sequel to 999 does this. Too bad it's just more pseudoscientific garbage from the same guy. Fuck that author, man.

>> No.11547845

>>11547838
Yeah it looks really nice but I'm afraid to play it since the story will probably suck. I hated 999, but the puzzles and the premise were nice.

>> No.11548394

>>11547734
But that anon is somewhat right, you know. I would change "most" for "good" though.

http://web.archive.org/web/20101019060604/http://zepy.momotato.com/2008/09/09/eroge-production/

And these are values from years ago before the devaluation of the Japanese yen and Abenomics.

>> No.11548424

>>11546973

3D models are less appealing than 2D drawings, especially considering the budget limitations (cheap 2D is WAY better looking than cheap 3D).

>> No.11548428

3D models need resources. You need to have good programmers, good 3D modelers, good 3D artists, for a very mixed result. Additionally, Japan is the land of the Windows 3.11, and asking people here to have a decent graphic cards to play your VN seems still ridiculous to your average developer. PS3 and hand-held VN could use 3D capabilities, but the other barriers remain.

3D is the future alright, but the far future. There is several studio trying to do 3D VN, but the lack of tools and competent 3D artists is preventing any step forward in the next years.

You need to remember that today, 90% of the VN in the market are done by a team of three to four people with the resources of the average Japanese household for a month. Even then, the VA takes a major share of the money available. Paying a scripter for the computer stuff and one artist for the drawing stuff is okay, but paying a competent developer and a competent 3d artist is still out of question.

>> No.11548488

>>11548428
>PS3 and hand-held VN could use 3D capabilities, but the other barriers remain.
It would be really cool to see a 3DS VN game.

>> No.11548494

>>11548488
LovePlus 3D

>> No.11548500

>>11548494
It's not exactly a VN.

>> No.11548525

>>11548488
999's sequel.

>> No.11548548

>>11548428
This. Drawing is a layman's job compared to 3D modeling. Because in addition to all the regular skills you need for drawing, i.e. anatomy, composition, design and whatever, you also need to be able to handle 3D modeling tools which are usually extremely complex. Oh, and even if managed to grab someone who can do decent 3D models, you still haven't animated a single finger.

>> No.11548872

What advantages would there be? Smoother/existent animation, sure, but transitioning from one awkward looping animation to another just looks silly no matter what you try. Making custom animations for every line or using cinematic camerawork are also not options for something with as much content as your typical VN.

>>11548548
Considering that people have made realistic sculptures millennia before any person could draw somewhat decently, I'd say you're undervaluing illustrators quite a bit there. I won't deny that making a 3D model is more complex and time consuming that drawing a single illustration, though.

>> No.11548877

iDOLM@STER though I don't know if you can call them VNs

>> No.11548914

>>11548428
Fuck 3D man, I'm already sick of it thanks to anime and games going from sprites to it. Shit's never going to have the same feeling and charm as 2D

>> No.11548951

>>11548872
2D artists are ridiculously underpaid in Japan. I won't enter into any heated argument between the compared difficulty of 2D and 3D, but in Japan, you can expect your underpaid, starving artist to deliver a hundred CG by the end of the month for twenty yens and a snack.

"Expect" is a big word though. Japanese 2D artists are notoriously unreliable, but it's another problem entirely.

Anyway, a decent VN can be made with two or three people and 100 000 yens. Some group would even consider such founding as plentiful.

That VN situation matches closely the anime situation. It's a cancerous capitalistic system which will hopefully implode some way or another in the next years, but for now, it means that 3D is simply not affordable for the majority of the groups.

>> No.11548962

3D is only really good for stuff like FPS, flight simulators or RTS games like Homeworld.

For most of other genres it actually makes things worse and uglier (see Broken Sword 3)

>> No.11548968

>>11548951
If this is true I could hire a game company to make a game of my choosing every month

But, I still think that you are exaggerating. Show me facts.

>> No.11548976

>>11548968
He's exaggerating, shit's cheap but not that cheap - see >>11548394

>> No.11548977
File: 493 KB, 600x1087, 34234234.jpg [View same] [iqdb] [saucenao] [google]
11548977

>>11548951
http://vnchan.com/thread-310.html

>> No.11549027

>>11548976
>>11548394
>Event line art
>8,000 ~ 15,000 yen or 50,000 ~ 80,000 yen per image

I kind of suspected this. No way an eroge costs only 100k yen. 100k dollars? Sure, if you hire a dream team or something.

>> No.11549201

>>11548977
That's just awful, I guess that's why visual novels are so pricey.

>> No.11549224

>>11549201
It's still pretty fucking cheap compared to most games that aren't indie trash

>> No.11549417

>>11549224
I can get a new triple-A games at $60 while the price of new VN is around 8,000-9,000 yen, some can be more.

>> No.11549420

Uncle Mugen wrote a good article about this.

>> No.11549439

I wouldn't mind 2D VN's, as long as the art was good and they actually had more than a handful of sprites for characters.

Just having "Concerned, angry, sad, crying, happy" doesn't cut it for every single situation in the novel.

>> No.11549444

Manga-style art doesn't map to a 3D model. There are too many abstractions. For example, a nose might be perfectly visible in profile, but disappear completely in a front-on shot.

The anime girl simply cannot exist in a three-dimensional form.

>> No.11549446

>>11549444
Explain figures

>> No.11549451
File: 129 KB, 1280x720, [Leopard-Raws] Tesagure! Bukatsu-mono - 03 RAW (NTV 1280x720 x264 AAC).mp4_snapshot_04.54_[2013.10.21_19.28.27].jpg [View same] [iqdb] [saucenao] [google]
11549451

>>11549444
3d can do anything, even side mouths.

>> No.11549457
File: 161 KB, 1280x720, [Leopard-Raws] Tesagure! Bukatsu-mono - 03 RAW (NTV 1280x720 x264 AAC).mp4_snapshot_06.16_[2013.10.21_19.31.10].jpg [View same] [iqdb] [saucenao] [google]
11549457

>>11549451
This is a better shot actually

>> No.11549463

>>11549451
>>11549457
looks so dead

>> No.11549468
File: 140 KB, 960x544, God-Eater-2_2013_07-26-13_032.jpg [View same] [iqdb] [saucenao] [google]
11549468

how is this?

>> No.11549471

>>11549451
>>11549457
Still looks pretty bad compared to 2D. It's getting better, though, I'll admit that.

>> No.11549477

>>11549463
They just realize what a pointless and shallow existence they lead.

https://www.youtube.com/watch?v=P2NHwqqaGpU

>> No.11549479

>>11549451
>>11549457
The models still look a bit too uncanny and blocky, but it's getting there. The shading is prefect though, it's just a matter of being at the right angle and it would really look 2D.

>> No.11549497
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11549497

I'd be alright with models like the ones from the Nepu app.

>> No.11549504
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11549504

I'm happy with the state of simulated 3D moe.

>> No.11549508
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11549508

>>11549446
The figures aren't accurate representations of the original animation model sheets, because those model sheets can't be represented as any sort of 3D or physical model (until we come up with some sort of crazy perception-sensitive matter).

>> No.11549827

>>11548914
The new Guilty Gear is doing a pretty good job with it.

>> No.11549884

>>11549508
how does he move the ears it's a mask what the fuck ?

>> No.11549972

>>11549439
This always bugged me. It isn't that much work to change the expressions on the sprite, it shouldn't be very expensive to add more than 5.

>> No.11549975

>>11549508
I would be pretty fine with models looking like figures. I like figures.

>>11549504
What game is this one from?

>> No.11549981

>>11549497
It's Live2D though and not a full 3D.

>> No.11550009

>>11549975
>What game is this one from?
Idolm@ster

>> No.11550016

>>11550009
Fuck I'm dumb.

>> No.11550098
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11550098

>>11549439
Have you played Chusingura?
It has so fucking much sprites that represent almost every single act of the characters, there are even alot of sprites that used only once.
Just saying.

>> No.11550123
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11550123

Did anyone play LoveDeath2? The FPS was shitty and the game was fully 3D. There was even free roam but it was too 5fps for me to see anything.

Pic not related.

>> No.11550310
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11550310

The technology for 3D to not look horrendously different is getting there certainly.

But VNs haven't even reached the point of consistently implementing moving mouths and that is a fairly trivial thing from an art standpoint that's been around for several years. Expecting these companies to have the resources to implement a good 3D engine and then the manpower to actually do anything useful with it after is a bit much, even if it gives you the option to do a lot of things much cheaper eventually.

>> No.11550680

>>11549975
>I would be pretty fine with models looking like figures. I like figures.

What about actual figures?

http://www.youtube.com/watch?v=3Qo4jp3B75U

>> No.11550684

>>11550310
Arpeggio is one of the worst looking uses of 3D this season.

>> No.11550722
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11550722

Some 2D artists simply have artwork too stylised to be replicated with 3D.

>> No.11550732

>>11548877
>iDOLM@STER though I don't know if you can call them VNs
I love iDOLM@STER, but certainly not because of the graphic quality.

>> No.11550733

3d is still shit. I would love more live2d games, though.

>> No.11550816

Anyone think Live2D (https://www.youtube.com/watch?v=YrLnF7CQ8Ac)) might have a future in galge?

I think it almost perfectly captures the charm of 2D, while being a lot more immersive. And if you combine it with headtracking technology as well, I think it could vastly deepen the emotional impact of a galge scene.

On the other hand, it obviously requires more effort. Not just to make the model, but also to implement expressions in a more realistic way, because with live animated images, you can't leave it frozen in one expression like you can do with 2D sprites. You'd have to make a distinction between reactionary expressions (shock, grinning, etc), and idle expressions/moods (worried expression, happy expression). The former would require more specific timing with the dialogue, and the latter would require more subtlety. Still, this also applies to 3D animated stuff, and that's already being produced. But that also implies that it will mostly be the ones who are already making 3D games (high budget commercial developers) who will be able to make use of Live2D. Which is sad, because the smaller developers make the best scenarios.

>> No.11550819
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11550819

>The future of Visual Novels lies in… 3D?

>> No.11550820
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11550820

And from Mugen's other blog:
http://studiomugenjohncel.wordpress.com/2013/04/14/next-mission-organic-3d-modeling/

Studio Mugenjohncel is at the forefront of visual novel technology.

>> No.11550885

>>11550816
I hope this takes off. Adding 3D animation to 2D images (as opposed to just rendering 3D models) leaves way more room for style, especially considering that the ideal expressions you want might correspond to an impossible object in 3D.

I don't mind if they never get the full range of motion, a living portrait is plenty enough for me.

>> No.11550894

>>11550885
>>11550816
For Visual Novels, I think I enjoyed Windmill's E-mote better than what I was able to experience with Shizuku Talk. Although if they added headtracking it may be nicer.

http://www.youtube.com/watch?v=XuK_6FjLWAw

>> No.11550898
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11550898

You guys, 3D is actually CHEAPER than 2D in most of the cases. For 2D sprites, you have to pay again and again and again for every single variation...and while they may not seem much while playing, usually there are secretly tons of them. Kyou from Clannad, for example, has 140 different sprites. If you have a 3D model, you can just repose the model for each different expression, which is generally a lot cheaper.

The reason it's not used more often is because it looks like shit unless you sink a significant amount of money into it. Acceptable 2D is cheaper than acceptable 3D.

>> No.11550900

>>11550898
So in short we could say; It's cheaper, except when it isn't.

>> No.11550901

>>11550894
It's good work but I think it suffers a bit by not having natural idle animations.

>> No.11550902

I don't see why we can't have both. Some games could use 3D and some use 2D.

Also, as far as 3D games go I thought Photo Kano looked fantastic. (granted it was in an emulator and graphically enhanced but there's also a vita version that look good.)

>> No.11550914
File: 2.32 MB, 1920x1080, screenshot_2013-09-09_04-12-30.png [View same] [iqdb] [saucenao] [google]
11550914

>>11547610
>An acceptable alternative is 2D planes in a 3D environment. I imagine nobody cares about anything other than the characters anyhow.
No, screw you. Background art fans do exist, and replacing awesome background art with shitty 3D is NOT acceptable.

>> No.11550917

>>11550914
TOO SHINY.

>> No.11550935

>>11550914
though you'll have to concede that the focus will probably always be on characters, not backgrounds.

and they'll never be comparable to shinkai wallpapers. ;_;

>> No.11551062

>>11550898
3D requires more work up front (the rigging) but is cheaper for animation that doesn't change the model's topology. Since VNs aren't big on animation this makes 3D kinda useless

>> No.11551078

>>11549027
>100k dollars? Sure, if you hire a dream team or something.
Not really.
The next Toneworks game has a planned budget of a bit less than 23,000,000 Yen if I remember correctly, and I wouldn't exactly call that staff a dream team.
Granted, it's also planned to be on the very high end budget wise, especially for a moege.

>> No.11551173

>>11550935
Shinkai worked on Ef's OP with Tenmon. Probably one of the better things of that game, though.

>> No.11551351

>>11550914

No fan of backgrounds, but I can go the opposite and hate the backgrounds of games like Higurashi/Umineko. Usually I focus all attention on sprites so I won't notice the terrible photoshop filtered backgrounds.

>> No.11551378

>>11549508
>can't be represented as any sort of 3D
you could distort the model depending on camera position. 3DCG is not bound by limitations of euclidean metrics. But most renderers aren't designed for such trickery.

>> No.11551379
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11551379

>>11550684
Some shots look like shit, but were it not full 3D the 2D budget would be so pitiful it they would probably look considerably more shit than that anyways. At least it's halfway on model even if it gets stiff or the lighting is slightly off occasionally.

In terms of rendering it does do the job when they try.

>> No.11551467

because animation takes more effort than drawing 6 variations of the same image for different emotions
and because most jap otaku use ancient toasters with windows XP

>> No.11551615

>>11551467
How about you read the thread before your post, anon?

>> No.11553314

>>11550894
How does it work? There's pitifully little information.

>> No.11553365

>>11553314
http://www.youtube.com/watch?v=DW0XFpYCQ_8

>> No.11553416

>>11550894
Can E-mote be downloaded online, or do I have to buy a retail copy?

>> No.11553431

>>11553365
Thank you a lot.

>> No.11553870
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11553870

>>11553314
You mean, how E-mote works? That other anon posted for Live2D (What Shizuku Talk uses) which isn't quite the same but pretty similar concept anyways.

E-mote was a project for Windmill's 10th anniversary and it was probably developed in-house without such documentation or public source code, unlike Live2D which was a work on a university and obviously had some sort of documentation. So the most you would get is probably the official page and the about section.
http://windmill.suki.jp/product/witch/concept.html#emote

>>11553416
They haven't commercialized the engine for some reason, maybe they just want to use it in their own products. Although I heard they'll be using it for Light's Electro Arms, so I have no idea, really. I should check out the trial.
http://www.light.gr.jp/light/products/electro-arms/download/index.html

>> No.11553926

>>11553870
Wow, you got Witch's Garden running.
Still trying to get it to work...

>> No.11554002

>>11553926
I never ran into any problems since launch, so I don't know how to help, sorry.

>> No.11554012

>>11554002
Maybe the package is bad. No other windmill games had this issue. Running on a VM might have something to do with it, though.
Eh, I'll find out eventually.

>> No.11554441

>>11546973
They already exist but most arent that great
They will get better with time
That said I loved the technique they used in the PSP Oreimo games

>> No.11554477

Wasn't there some recent-ish role-playing game where they traditionally animated the characters in a 3D environment, or something?

There was also a pretty-looking game made by Studio Ghibli. Maybe that was it.

>> No.11554484

One of the things that always bothers me about 3D anime-style models isn't so much the models themselves, but the shading. Even if they manage to emulate two-tone or three-tone shading, the change from light to dark always looks blurry, or the contours are either too simple or too detailed.

Does anyone have any examples of anime-style shading that looks true to animation? Whether it's from a game, a tech demo, or even something rendered.

>> No.11554523

>>11554477
You're probably talking about TokiTowa/Time and Eternity. The end result is rather clumsy-looking, though:
http://www.youtube.com/watch?v=JAsx28md6Sg
The Ghibli one is Ni no Kuni. It's quite pretty, but fully 3D and the animation was mostly motion captured.

>> No.11554541

>>11553870
>They haven't commercialized the engine for some reason
Damn everything. They'll probably be crushed by dev cost and the entire thing will vanish into the ether.

>> No.11554563

>>11554523
>The end result is rather clumsy-looking, though

Oh, I only saw stills. The animation is pretty nice and it's a good experiment, but that does look pretty jarring.

Reminds me of Wonder Project J2, which is a Nintendo 64 that has great animation.

>> No.11554600

>>11554541
Maybe they do but not officially to the common public, as I said, apparently Electro Arms has it and that's by Light.

>>11554523
The Studio Ghibli game isn't Tokitowa, it's Ni no Kuni. http://www.youtube.com/watch?v=biwIz8-EcSU

>> No.11554602

>>11554600
Ah, didn't read your full post and you said the same thing. Derp.

>> No.11555128

>>11554484
How do you feel about Xrd?
http://www.youtube.com/watch?v=M5pkaWp8Xso

>> No.11555163

>>11555128
Wow this is actually looks good. The future is bright.

>> No.11555167

>>11555163
This. I think it still has some of the same problems as a lot of cel-shaded stuff (fuzzy shading, poor outlining, polygonal) but it's definitely a step in the right direction.

>> No.11555183
File: 451 KB, 800x800, 38419240_big_p0.png [View same] [iqdb] [saucenao] [google]
11555183

>>11555128
Really nice detail on Mei's armpits.

>> No.11555211

3DMPDM

>> No.11555219

>>11547025
> writing out SoniComi

What the fuck is your deal

>> No.11555358

>>11555219
Nothing, I like the full name.

>> No.11558021

>>11549444
>nose example
It's probably better not to talk when you have absolutely no idea what you're talking about.

Have you ever even seen an MMD model? Are you a troll?

>>11549471
That looks bad because the modeller is balls.

>>11555167
That's because they're rendering with the game engine and game models.

>> No.11558036

>>11558021
Here again, and I'd like to add that I think the real problem is that 3d animation is simply too perfect. People have made headway into re-engineering human error/inefficiency and personality which makes 2d/anime look like what it does into 3d work via things like dropping frames rate and algorithms to distort images, but there are still some aspects about 2d art which tell you a human made it that are hard to reproduce. I don't know the theory behind it but I expect it's strongly related to whether your brain detects that it has to "fill in gaps" or not in certain places(thus frame dropping is assumed to be part of the solution).

Not that I don't love 3d myself.

>> No.11558627

>>11555211
What does this mean

>> No.11558636

>>11558627
Looks to me like 3DPD with M for model added.

>> No.11558686

Does 3d use any of the animation principles like squash and stretch?

>> No.11558793

>>11546990
What he said.
A notable exception being the Naruto Ultimate Ninja Storm fighting games. Maybe if that engine was available for VNs, it would work out sort of. But then you will need a few tens of modellers to make up the graphics, rather than just the one or two artists now.

>> No.11559162
File: 771 KB, 800x600, ev04_099a01.png [View same] [iqdb] [saucenao] [google]
11559162

I find it ridiculous that first thing that people have against 3D is characters and not the backgrounds, when there already are plenty of games where the character models look great, and look like drawn 2D on a still shot, but there's no way to reproduce backgrounds like this.

>> No.11559337

>>11559162
Because the focus of VNs are characters, not backgrounds (we established this a little earlier in the thread).

If studios ever really moved towards 3D I'm sure many would keep the background artists on hand.

Personally, I'm still okay with heavily shop'd photos for BGs (assuming they took a decent enough photo to begin with).

>> No.11559470

>>11546973
>Why don't visual novel developers switch to 3D models already?

The whole question is ridiculous, it's like asking why painters haven't become sculptors already.

>> No.11559505

Isn't the basic idea of using 3D modeling to make stuff look more real?
I can do without that.

>> No.11559560

>>11559470
Well?
Why haven't they?

>> No.11559622

>>11559337
>>11559162
>>11550917

3DCG backgrounds can look decent if the artist has a concept of how to manipulate the garbage [3D program of your choice] spits out. Manual redraw + filters is faster than making the whole thing by hand and still looks nice if the artist is capable. Badriel and ArsenX are two people that do decent work here. Of course the shit they make it FOR is beneath all critique but that's not the point; It looks pretty.

>> No.11559666

The only possible upside I can think of for using 3D models in VNs would be that giving characters tons of animations would become cheaper. However, base costs would rise by a shitload, immediately eliminating this advantage AND the VN would then look like a shitty videogame instead of a proper VN.

>> No.11560963
File: 77 KB, 640x384, qYFQPgP.jpg [View same] [iqdb] [saucenao] [google]
11560963

Time Travelers on 3DS looks really fucking good for a 3ds game, and its basically a VN.

Screenshots don't do it justice in my opinion though, playing the demo it looked really nice.

>> No.11568014

>>11546973
3d would only help make sex scenes more interesting, and only if they used good models

>> No.11568022

>>11558686
We do, somewhat. But only in animations that don't simulate reality.
Most humanoids are treated as solid-bodies that don't deform, whereas just about anything else is soft-body we pump into our physics engines and "squash and stretch" tends to be automatic because squash and stretch is in fact a property many objects.

>> No.11568040

>>11549444
/3/ here again, this is wrong.
For those kinds of shapes, artists like to invert the normals of a face. This shows the objects inside of the face, which means you can in fact have these manga-type faces.
However, because you're fucking with normals, which the rendering engine uses to interact with light, this means that renders that use the inverted normals technique only work if the render is in the cel-shaded style.
>>>/3/389003

>> No.11568814

>>11568040
It's very interesting. Only recently I've been dabbling into 3D Modeling and obviously this is the type of creations I would like to make, but I don't know where to start myself. I've seen myuRanRan's models and games and that's what I'd aim to model myself. He works on 3DMax though and I've only started to dabble on Blender.

http://www.youtube.com/watch?v=pjHEcGtqn5A

>> No.11570770

>>11560963
Dammit, I was just about to mention Time Travelers.
Phoenix Wright is also a VN that uses 3D now.
Models are expensive, though. It would make animation cheaper, but it's still more expensive than no animation.

>> No.11570845

>>11559470
Well, I mean Da Vinchi asked it.

>> No.11572716

One thing that annoys the shit out of me with 3D models are looped pose animations. That shit looks awful.

>> No.11573209

>>11549468
I like it.
But that's a game with budget, something VN doesn't have.

>> No.11574774

i have had the idea of using expressionless stock sprites and just overlaying their emotions, hair, etc in the form of loadouts when working with renpy and it saved me a lot of space and time

i think using 3d assets to create backgrounds and scenes is really nice too

>> No.11576276
File: 731 KB, 1600x923, forgotten forest.jpg [View same] [iqdb] [saucenao] [google]
11576276

I'd love some 3D backgrounds like this. I imagine it'd be too expensive, though.

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