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So, when adding Patreon & YouTube Members, Poll results were a little tighter than usual - but trying out the FX did barely win - HOWEVER many of you brought up some good points as well as concerns with the price, so I think what we'll do is get the cheap $25 pack, and if it proves useful, pay the full price to use it commercially right before we release Macrophage -

Also, on that note does anyone have any recommendations for good alternatives for Adobe After Effects? All of the professional SFX packs seem to be best edited through AAE, but you can't buy that, only rent it by month so that's kind of a turn off - lol I have a feeling well end up renting it for a month right before we finish the game. So, if not we always have that as a backup plan -

ALSO, my Japanese was good enough to basically crack how the shader works and simplify it - I've adjusted the shader to specifically cater to our needs and style of Anime Shading so - breakthrough today on that front! You can see a glimpse of it above :)

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Anonymous

I second DaVinci Resolve. Industry standard for colour management and it is starting to be used by the professionals for digital editing/effects. The free version is utterly insane with the feature set it has for no money. Even the DAW is starting to make me wonder if I really need Cubase.

RoyalSkies

I'll definitely be looking into DaVinci then - As long as it does the job quickly, professionally, and affordably, that's all we're really looking for -

HellSent

Not gonna lie, I took a break when it was mostly Unity vids. Im stoked for this shader. Is it possible to push it into UE4?

RoyalSkies

It's all good man, I understand - And, shader's generally don't transfer outside of Blender, "however", once you fix the normals in Blender, you should be able to apply most any toon shader in a game engine and get a very similar look - I'm still not inside Unreal yet, but so far I've found some good shaders from the Unity Asset store that look pretty good once the model gets out of Blender with the right Map and adjusted normals :)