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Paige's Room

 A quick little update. Hare has been working hard rendering Paige's desk area in Blender, and we just imported it into Unity to see how it feels in-engine. The lighting still needs a bit of tweaking and refinement, but even at this stage, it's coming together nicely. It's always a great feeling when we see these elements finally integrated into the game space.

For this month's illustration, we've decided to feature Paige at her newly modeled desk. It felt like the perfect way to showcase Hare's recent work, blending the bespoke 3D environment with our usual 2D art style.

I have to admit, I'd hoped we could minimize the amount of R&D-type development during the full game's production phase, but mixing 3D backgrounds and 2D assets continues to create uniquely challenging situations... I hope we can get Paige to sit proper in the chair in-game.

I’ve been seeing a lot of news about AI advancements, but unfortunately, no technology has yet been developed to assist us in creating custom-designed 3D assets. Quite the bummer. Perhaps, for the next game, the tech will be a bit more mature. It seems that paying close attention to details and creating from imagination will always require a significant amount of effort, regardless of whether we use AI or not though. I believe we are being too specific in our deigns for current-generation iterations of generative AI.

As always, thank you all for your continued support. Stay tuned for more updates soon.

Paige's Room

Comments

My understanding is that that the 2D Paige will always be in a fixed orientation relative to Ritona. Even while she is in motion, then the scale of Paige will vary with the distance between her and Ritona. Just like when you keep eye contact with your reflection in a mirror during motion. Plus the aspect ratio should be consistent in the background of the game.

Brendan Hay

Thanks for dropping by! I think the photorealism side is production ready, as there are movies and commercials already starting to utilize it, but fault requires a very specific set of tools to adapt to our current look... so yeah. Still waiting for something production ready. As for the camera... lol. Slight of hand and magic tricks.

ALICE IN DISSONANCE

Thanks for the comment! I don't think we’ve used any AI in MS2b yet. Nothing has been able to integrate into our workflow or is not up to standard yet, unfortunately. I think asking for a tool that can integrate into an established workflow with very specific 3D/2D visual needs is still too difficult at production level. It’s apparently being used in movies and TV commercials though, so the milage probably heavily depends on the project.

ALICE IN DISSONANCE

That amount of work that is going in to this game from big to small details especially from the imagination, all being and crafted even when using AI to assist never stops to blow my mind. This is why I keep supporting this game and series. I can’t wait to see how this story unfolds tho I do wonder how this will tie in with the rest of the story and Melano and her gang and how this will come around to the old Rune.

Tootall_21

i dont know whether you lock the camera perspective in her room, but i dont even want to imagine the headache of showing a 2D object from a constantly moving perspective. Also 100% agree on AI, it still got a long way to go If you want to put all your imaginations details into it, it just aint got the power to do it without mixing it with some random stuff

Voidkravter


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