SakeTami
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Devlog 50

Well, maybe Unreal Engine is out of my league. I have trouble in even getting a dialogue system to work in Unreal Engine. I mean, I do really want to make a full 3D game, but like I said before, I don't even know if it's doable for me. I'm probably going to keep trying to make some progress when I have more time, but it's probably best that I go back to Daz3d and Renpy for now.

I know I have wasted quite a bit of time trying these other tools, from Stable Diffusion to Unreal Engine, rather than focusing on making visual novels. But as I said before, I had run into many limitations while using Daz3d, including the number of characters in a scene, the types of props, the render times, all of which are severely limiting the story. Well, this isn't a total waste of time. I think I have come out of my comfort zone of having to rely solely on existing Daz assets. Even without going as far as making a 3d game, it's still possible to make some custom assets in Blender that I can use in Daz. I think that will allow me to tell the story I want to tell without having to cut corners all the time.

Now, there are still some tools I wish to explore that I think might help me making better content, one of which is Blender. Now I have mentioned Blender before, and it's used to create 3d models. But it also can pretty much do everything Daz can do, and better in some areas. It has temporal denoising, which greatly reduces the render time for animations. It is more optimised, so it has a lower hardware requirement. The major downside is that it is not as easy to use as Daz. Another downside is that the conversion of Daz assets to Blender isn't perfect, particularly the characters. It's a pain in the arse, but I wouldn't be doing this if I didn't have to. It's hard to tell a story when you can't even render 2 characters in some environments.



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