They also suffer from another circumstance: they lag behind the "normal" games in terms of graphics, acoustics and operation, a circumstance that doesn't have to be like a game like Mars Tomorrow shows. #Cubelands play online software#Of every euro earned with games software in Germany, 55 cents are accounted for by in-game purchases. More than half of the German games turnover in 2018 was generated by in-game purchases alone. So why is it that browser games are being pushed to the limit when not only browser games like "Fortnite", "Clash Royale" or "Forge of Empires" are cashing in on this concept, but also "full-price titles" like Fifa 2020?įree-to-play is the name of the concept that was copied from browser games and is now increasingly being used in all areas of the games industry. Charges for online services: 353 million euro (+174 million euro).Subscription: 125 million Euro (-41 million Euro).Hardware: 859 million euros (-79 million euros).Games purchase: 1.08 billion Euro (-117 million Euro).Ingame purchases: 1.95 billion Euro (+428 million Euro)., for example, reports that sales in 2018 exploded to 4.4 billion euros (as of 28 March 2019). #Cubelands play online free#Small developers, some of whom offered completely free games, were unjustly discredited, especially when you consider that today's trend in installable games is also towards free games with optional paid content. Unfortunately the browser games have already passed their heyday and have suffered a severe image loss, but this was mainly caused by pay-to-win systems, which have earned large developer studios a lot of money. Browsergames have wrongly a bad reputation In addition, you are not dependent on large distribution platforms such as Steam and can market yourself freely on the Web. This makes browser games not only playable for a wide range of people worldwide, but also allows small developers, such as the table tennis manager, to develop platform-independent games at low cost. So you can play a browser game both from your home PC, which is firmly anchored in its place, and from a mobile smartphone on the move. The operating system plays a minor role, as does the size of the device. Online games with Internet access can be played anywhereīrowser games are games that can be played with a standard browser, the best known are Firefox, Google Chrome, Internet Explorer/Edge, Opera and Safari, and Internet access from anywhere and for a wide range of devices. Browser games are not dead Play Table Tennis Manager
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There are already other good tools for that. Ĭlients will happily accept that there might not be accurate global illumination or caustics, if I tell them to give me a few hours and I'll send an animation over to them or even showing them in realtime over Teams, that is worth SO much.Īs an industrial designer I wouldn't use texture painting, as clients don't want to see dirty/worn concepts. (ok, slight exaggeration, but you get what I mean). You can have an animation ready in the same time it takes to upload your project to a render farm. We've done product animations in Keyshot before, but stopped doing it because we simply don't have the time to wait for hours/days to get something usable out the door. and render it all out in a matter of minutes. I've been experimenting with Unreal Engine and Blender Eevee for product animations and it's such a godsend that you can set up a couple camera pans, an exploded view, etc. Jon, you mention a better realtime/preview mode. Sorry for the long post and thank you for reading to the end 3d coat alternative free#If we can have 2D projection painting in the viewport, that will allow us to change the geo and keep the painting and free us from UVing. And it has a big, blue banner in the middle.Īnd lastly, a good option for texture painting in KeyShot, in my opinion, is Projection Painting. We are often pausing to work in another program but we reference the real time preview of KeyShot a lot…. Move the “Paused” render banner from the middle of the preview window to the top or the bottom. More options for the seams in Tri-Planar. Things like align selected nodes horizontal / vertical, frames to put the nodes inside, different kinds of lines for the nodes connections, etc. Tools that help to order and view the graph. The selected nodes for moving are 0.2 shades of grey lighter for example Selections in the Material Graph are very hard to see. Color Adjust and Color to Number are hard to predict. Being able to make a bump map from any input. Some sliders have 4 decimals (or more) in which the numbers make a difference. Sliders with numbers that are more reasonable. Maybe inside the material graph? The Performance Mode is good, but texture nodes like occlusion or curvature are not represented, transparency it's hard to visualize, etc. A simplified 3D preview (specific for texturing) that is faster. A 2D preview of the texture that is being created for easier visualization. Splatter (to orderly or randomly distribute textures).Ĭreate individual shapes (squares, circles, polygons, etc) similar to the current Mesh node but just for one, non repeating, shape. Adding the possibility to create more complex maps / textures: Transformation node (like the current Mapping 2D node) that allows different mapping types in the texture maps node. Symmetric repetitions (radial repetition for example).Ī node that allows non uniform transforms for the texture. Adding the possibility to modify existing maps with: Some things I think are needed to improve the node system (some are already mentioned in this thread) and the texturing in general: And if you really need Substance Painter, it's $20 a month. There are free good alternatives for texture painting, like Quixel Mixer. If the requirements for using the painting system in KeyShot are the same that you have in Painter or Mixer, and you are already out of KeyShot doing retopo, UVs, etc, probably you will stay out doing texture painting too. If the mesh has a certain level of complexity (or not so clean geo) you will have to make the uv unwrapping in another app. Traditional texture painting in KeyShot will (probably) require a finished model (with UVs or with frozen vertex order in the case of vertex painting) and that is a lot less useful than the current node system that can adapt to changing geometry. So, having that in mind, I think that it will be more useful for users to have a better and expanded node system first instead of a new painting system (if we can have both, of course, that will be even better If you are modifying your model in Zbrush or in a cad program and you send it to KS, your textures and materials are preserved. In my opinion, the strongest point for texturing in KeyShot, is the independence from the geometry. In that line Substance Designer is my golden reference for a node system, I also use the nodes in KeyShot (a lot) and a little of Blender, Gaea and UE. And Substance Painter and Designer on the side. Like I said, I mainly use KeyShot with Zbrush. I know this post is long and rambling, but I love KeyShot and the synergy that it has with Zbrush. |
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