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Game designer thread
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You are currently reading a thread in /v/ - Video Games

Thread replies: 124
Thread images: 27
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How's the game going, /v/?
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>>334538306
The fuck is that?
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>>334538538
Low-poly truck for a city-builder set on another planet.
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>>334538306
>all those edge loops
>supporting a flat side
>all those edges going into nothing
>not even being tied off just abruptly ending
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>>334538306
Fix those fucking n-gons
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>>334538694
m8 you need to work on your optimization. You could get much cleaner edges with a much lower tris count.

What program is that?
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>>334538920

Wings 3d. Still learning the basics of 3D modeling, but I managed this in that program from no experience within 3 hours. Seemed like a good place to start. I imported it to Blender to pull the UVMap for texturing and it came apart nicely. There's a lot of Quads but the programs I've used dealt with them nicely.
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>>334538306
There's already a game designer thread up.

Also, optimize that model for the love of God.
>>
>someone posts 3d art in progress
>everyone freaks out
>someone posts something he spent 5 minutes on in ms paint
>everyone sucks his dick
you're all the cancer killing indie games
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>>334539170
Well good for you, you're off to a good start and you seem to know what you're about. Keep at it. I've been fooling around with modeling for about five years now and if I'd seriously stuck with it and done something everyday I'd be very good by now, as opposed to being barely competent which is where I'm at now.
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>>334539308
The model isn't bad, just poorly optimized.

also,
>implying Indie games aren't cancer themselves
>>
>>334539308

The problem is no-one posted an MSPaint image

Yeah, my 3d model is probably shit, it's canonicaly relevant (sci-fi logistics, big sweeping nooked windscreen, etc) but I'll admit I know literally nothing about 3d modeling.

I know you're trying to be contraian for my (OP) sake, but I'm here for legit views.
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>>334539573

>Contrarian
>>
>>334539308
We don't need people making indie games if they barely understand how to actually make the content for said game

>>334539573
Your model is filthy with problems, and if you've already pulled UVs then you need to stop and go back to fix these problems. Model will look a lot better once you clean it up properly
>>
>>334539573
>>334539726
And don't forget that for low poly models, the majority of the detail comes from your texture, not the model. So it's essential that you have decent geometry and edge flow for good UVs.
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>>334539726

What ARE those problems? Detail and I can then go and fix them.
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>>334539573
im pissed because everyone makes games with awful pixel art, including every 'indie game developer' who posts on /v/, often with literally 5 second ms paint illustrations

>>334539726
yeah people shouldn't learn to do something they should be instantly good at it right
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>>334539896
Gee I dunno, read the first few posts
>>334538792
>>334538873
>>334538538
although that last anon is probably a retard, give me a little and I'll whip up that 5 second ms-paint over
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>>334539515
>implying AAA companies are doing any good

Indies are our savior now.
>>
>>334539869

The UV Map I am working on in Photoshop, but if the 3d model is so problematic that it triggers /v/, then clearly I have to go back to the drawing board before I unfold a UV map for texturing.

I don't suppose any of you want to know what this game is about?
>>
topology is shit, don't use wings 3D or you're just stunting yourself before you even get the opportunity to get work in the field that you want.

At least use Blender as it has some support for most game engines, as bad as it is you really should learn 3ds/maya that's the standard at most places will use if you ever decide to take this as a career path.
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>>334539896
smoothing groups, the windshield edge loop is crooked, you should probably subdivide the bed of the truck
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>>334539896
Ok look at this image, the last part. Notice how simple the edge flow and geometry is. All of the detail is from the texture, not the model. Look how clean the lines are, no extra edge loops. This is what you want to shoot for with low poly models.
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>>334540183

I tried Blender for modeling, but holy shit the UI is the most ridiculous, byzantine thing I've ever seen. I've yet to try Maya, but I intend to.
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The routing is going to be a pain in the ass.
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>>334540217

Any chance of a shot of that model in wireframe?
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>>334539896
At a first glance I can already tell you a lot of your edges don't shape the model or add any detail. That's chewing up resources.
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>>334540379
use max or maya, blender sucks
or just use whatever you want because converting between model formats is fairly easy
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>>334540379
I agree. I started with Maya then tried blender because it was free, there is so much support for it, and so many tutorials for it but I just could not live with that interface.
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Coming along. Greenlight in June I hope.
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>>334540476
The bottom pic is wireframed, you just have to look closely. I pulled that image off google search looking for low poly trucks, it's not one of mine.

I've always found it immensely helpful before a project to look up what other people have done that is similar to what I want to do, to get a better idea of how I can improve my own work. I've picked up alot of good tricks that way.
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>>334540476

>That 3rd post

I'm an idiot, ignore me

>>334540183
> if you ever decide to take this as a career path

I'm actually a musician / sound tech
https://soundcloud.com/broken-bit/robot-kaiju-attack

Me and my girlfriend are looking at making this game. She's a C programmer and is looking to take care of all the backend, I agreed to do the art and assets. If I can get the hang of modeling, then between that, and my experience of photoshop (college graphics) and music writing, this should come together.
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>>334540483
Damn, beat to it

>>334539896
Look OP, I even gave you some free pointers for those wheels because I was so triggered

>>334540052
you are an idiot
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>>334540483
why are all 3d artists such polygon jews? speaking as a 3d programmer here it's like you're all trained to conserve polygons like it's 1990
you could put 10,000 copies of that truck on screen and have plenty to spare, polygon count never bottlenecks anything these days
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Having a hard time getting into pixel art coming from traditional painting and drawing background.
Basic engine is working well just on art phase.
Game based on sound and morse code, radio meant to look german and ww2 ish.
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>>334540794
Don't u fooking trigger me m8 ill know u out swer on me mum polygons are the worst m8 dont knock my fooking polygons
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>>334540794
Because we care about making things look good and not like the shit art your average programmer would put out
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>>334541149
saving polygons isn't about making things look good, it's about some outdated concept of optimization you've programmed into your head
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Speaking of low polygons this guy asked me to make a knight model NPC for his online fantasy game that would be under 6k tris. He was an idea guy.

This is what I came up with, the end tris count was something like 5400 I think, and it shows. I never did rig it, and the render was just a basic screencap in Maya.
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>>334540794
I care about optimization and performance. I worked on a shitty mobile project and our retarded character modeler made an enemy character that was 60,000 triangles and made the game run like ass. Every vertex should be serving some purpose, otherwise you're just wasting resources that could be put to better use.
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>>334541336
It depends on what you're using. I still mod alot for Source and you have to be very careful of your poly counts there. Modern engines maybe not so much, but why waste resources when you can make a lower poly model look just as good with baked normals, AO and so on?
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>>334541336
Keep on tossing in random edge loops then, I'm sure all those wasted verts are really making your game run a lot better
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>>334540379
Blenders UI is overly flexible which puts people off I was the same years ago in the old version of it but using both that and 3ds I can say that blander is a better program for modeling and UV editing which is really handy.

also 9gb install for 3ds, and 30mb install for blender, blender also opens in like 1/10th the time, it's actually silly that 3ds is the standard but w/e

>>334540687
That's great man, I actually like to make music as well
https://soundcloud.com/defconmusic/reasonstemp

here's also a render of a gun I was working on ages ago
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>>334538306
>wings3d

my nigga
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>>334541336
This desu

Tri/vertex count still matters when modeling things that appear in large numbers or are part of a large scene, but you dont have to worry about tri count so much. Modern machines can deal with polys easily.

As long as you dont put 5 iterations of turbosmooth on everything You should be ok
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>>334540794

I get where you're coming from, and I appreciate it, but for the project we have in mind there will be a LOT of these things on screen at any one time. This mesh is basically an alpha test - we 'll probably use it to test the engine and see where we go from there. Fact is for what we're doing,a large-scale citybuilder in the vein of Anno and Caesar 3, we need to make every model as optimised as possible.

So I'm willing to wade through all the shitposting to get to the nuggets of wisdom already prevalent in this thread.
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>>334538306
does vn count because I'm working on a slave maker game based on the girls of ff7.
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>>334541634
theres a difference between efficient modelling and being a penny pinching vertex jew and I see so many 3D modellers fall on the latter side of that like they don't understand just how many polygons modern hardware can push
unless you're working on mobile in which case you have my condolences
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>>334541961
Indeed, you'll have alot going on in a city builder. Sounds interesting as a game concept from what else I've read from you.

Are you looking for help with this project? Or do you want to keep it the two of you?
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>>334541961
word of advice, avoid modeling tutorials and study models ripped from games. remember, they got paid to make those
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>>334541961
in that case it's probably a bit too detailed for a small city building unit, but it depends on your view scale i guess
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>>334541693

>Dat music

Nice ideas, your chords are good, your singing has potential but is currently awful.

Sing from your stomach. Sit up straight. Posture is everything and so is your singing technique. You could be fantastic, but it's obvious from your technique that you're not fully there.

Your singing is flat because you're not giving it your all. Breathy and effervescent.
Your second failing was doing it in one take. Record the guitar and vocals separately, over several takes, then cut them together with the best of each one for an upload.

I might not be a good 3D modeler but I've done live bands for years and you have talent - you just need to learn professionalism.
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>>334542142
I'm not saying that every model needs to be below 1k tris to be efficient, but if someone shows me a gun with 30k tris, and someone else shows me a gun with 60k tris, I'm gonna go with the 30k tris, it's just smarter to keep everything as little as possible. Space saved in models and texture can be used for more models and textures, or to give your bloom particle effects
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>>334542162

Help is always appreciated, if you can do models then that'd be great. I'm a musician, I'm not an asset maker and I'm learning as I go. The other half is a solid programmer - she's worked for a bunch of big corporates doing databases and other stuff in C#, but she's no artist.
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>>334542650
check out luxe engine which is based on haxe.
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>>334542650
what engine are you intending to use?
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>>334542765

We're using Godot.
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>>334542516
you will get more room for model and textures, but the impact on runtime performance is minimal. it doesn't buy you time for extra pixel effects. Most games these days underuse the vertex shader
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>>334542650
Hey OP, keep us posted on this game, I love city builders. Darn well not enough of them these days
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>>334542809
not bad, op. what platforms are you targetting?
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>>334540794
Because in the industry we get set poly limits, they're extremely small and yet we're expected to make the models very detailed.
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>>334542496
thanks man I really appreciate that, though I wouldn't take that as me giving my all just to point that out. At the time I was bored and just running through FL to hear it as it was pretty late and didn't want to get too loud I know I have the potential but never confident enough to push myself
Everything I know about music was just trail and error of what I though sounded alright, and stems mostly from wanting to be a voice actor.

that said, thank you for those words mang and gl with your project.
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>>334542839
Not gonna lie, I personally don't know much about shaders yet, still trying to learn a lot of UE4 since I like their lighting and node system for the most part. Seems like it's mostly used in mobile games?
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>>334542650
Basically all I've ever done is low poly assets. I'd be happy to try and come up with something for you guys, gives me something to do and takes my mind off things. Do you have a steam account or email so I can keep in touch with you?
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>>334543134
what platform/game type are you working on? what kind of limits do they give you?
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That seam tho
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>>334542858

might as well lay it out right now for the sake of this thread

>Based on logistics based games like Anno and Caesar / Pharaoh
>About a colony striking earth on a virgin planet
>Taking notes from Alien Legacy, the Dragonsdawn novels and Cities: Skylines
>The three main gameplay loops are building, researching and maintaining / social
>Your dropship hits the planet and you build. >You build research centres to passively and actively explore the planet further beyond basic satellite imagery.
>You also have to deal with 10,000 people in stasis in a ship in orbit, moved down in waves based on your capacity as a builder and also RNG events
>You're given full control of what comes down from the colony ship and when, based on a fixed pool of fuel that you won't be able to increase until later
>Think Alpha Centauri with less combat and more exploration, learning the planet and understanding it as humankind colonises

If we can put an alpha together I'll obviously show you guys, but what we plan to do beyond sandboxing (you'll be able to set the parameters of said planet, and go from there), is a 12-part story mode detailing the future history of the colony from planetfall to full civlisation.

The benefits of this is that it would give us not only a great Early Access model, but a strict development structure - we would need to do X Y and Z for chapter A, etc, as well as each release for Early Access being like an episodic game - we can make the more advanced buildings and logistics as each chapter progresses, along with the story.

>>334543401

Groves001
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>>334543169

https://soundcloud.com/broken-bit/journey-through-the-nexus

This is what FL is capable of. Learn how to use Maximus.
>>
Not an indie dev, but I'm part of a same team working on a next-gen gore system for a horror tactical shooter. We're doing something similar to soldier of fortune's dismemberment, where the model's damage is dynamic rather than based on preset gib locations. We're planning on having the LOD change depending on whether it's in bullet time or not, but we haven't gotten that to work properly.
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>>334538306
>shit edge flow
>nGons up the ass
>Triangles and quads
0/10 would not unwrap UVs to texture, and animate.
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>>334543980
Can't seem to find your steam account. Mine is hawke_s. My custom ID is EnglishTea if that doesn't work.
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>>334543127

PC for now.
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>>334542162
shaders man
how do they work
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>>334544328
>hawke_s

I get a dude from Kazahkstan or 3 different EnglishTeas. I'm [Hewp] Synthonym if that makes any difference.
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>>334543980
Sounds cool as hell

>taking notes from cities:Skylines
Nice
>>
>>334544576
>[Hewp] Synthonym
Ah, I think I've found you. My profile has a cat and it says I'm from Palestinian Territory but that's just a gaffe
>>
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I did an animation for a friend's game I'm helping with, but my animating skills are kind of shit.
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>>334544808
Looks like his feet are just shuffling on the ground, and that he has no weight to him. Needs more anticipation and follow through with each stride.
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>>334544808
Add a hint of squash and stretch to him and maybe redo his hood tail, it's looking pretty solid though
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>>334543510
I'm working on your average run-of-the-mill TPS right now for PS4/X1, what they'd usually get us doing is they'd give you an individual building, tell you that you need to use X amount of polys and come back to you in a few days to see the finished product. I said "poly limit" earlier, I guess that's not entirely accurate, you're given an amount of polys and you're expected to get as damn close to that as possible. If you make a really nice, optimized model that's miles away from the limit they gave you, they'll throw it back in your face and tell you to put in more detail, regardless of how trivial the extra detail would be.

There's always a few tricks you can use to optimize models, one being to gradually decrease the quality of the model depending on how far away the player is. Again, going back to the building example, going up, each floor would have less vertices than the last. Of course, that particular trick won't work if you're making a game like Asscreed and the player isn't stuck to the ground for whatever reason.
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>>334544684

>Think Skylines' areas
>You have a world map too
>Your labs will slowly reveal details of the land around you
>You can send teams to study the soil, flora and geology of the land around you more immediately
>you can move to another sector to build a mining colony or an agrarian farming community to feed your growing city, with roads stretched hundreds of kilometres across the planet
>your city is huge and thriving and totally dependent on five other towns

>One of them decides they've had enough
>Independence
Chapter 5
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>>334545073
Why would you make a multi-floor building a single mesh? Modular buildings are much better and can take advantage of LOD better since individual floors can lessen or increase their verts based on the player
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>>334538306
that model has so many fucking problems jesus christ give up you'll never make it
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>>334545683
To put it lightly without giving away who I work for: higher ups are retards.
>>
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>>334545702

Define any of those problems
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>>334544168
maybe lay off the plucked string synths but yeah I'll look into using a compressor and limiter, cheers
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>>334545794
Would probably work for almost anybody out there, god speed anon, I'm hoping to get hired anywhere soon
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>>334545864
its going to be hell to map it
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>>334545938

The plucks are a composition thing but yeah, when you're done in FL, replace the limiter that defaults on the mixer with Maximus, then first, go to the Bands view and move the Low and High bands both above the Mid. The Low should be -stereo, the mid way + stereo and the high somewhere around mid. Beyond that, fuck with the settings and use the <> icon to see how it compares to 0 mastering (as it was when you wrote it).
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>>334545073
i mean what kind of numbers do they give you for the poly limits?
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>>334541387
You could express more detail with less triangles, though it looks like you poly modelled that and then textured it without so much as an AO bake.

You could make this model look very detailed by highpoly modelling the fabrics in zbrush and the armor in max. Once you have those make your lowpoly and bake those fucks on there for normals and AO.

You can have like a 3k triangle model look extremely detailed with a good bake.
>>
Idiot here, Why can't 3d model have actually curve between the vector? IIRC vector artist can use math to bend the line between vector.
>>
>>334544168
Not him, but I've been starting out using Logic Pro X, and god damn the strings sound like shit. Are you supposed to get yourself a bunch of samples?
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>>334547015
triangles are more efficent to draw than a curve
a curve split into tiny triangles is still more efficent to draw than a curve
>>
>>334547234

It's all Native Instruments stuff, actually. I've not found anything that sounds better, considering that the NI patches are pretty good for anything except guitars.
>>
>>334545864
The model in its current state has a lot of unnecessary triangles.

It could probably be expressed in a third of the triangles currently used or less, which would allow you to have more on screen at once.

If this model is to be seen at an RTS view distance with no zooming, it should have wheels made of like 5 or 6 sided cylinders and very broad strokes with all the details in its texture.

If this is an RTS where you can zoom in, you'll actually make two models, one as described above, and another for when you're zoomed. Code will replace these as necessary.

If you plan on making a detailed "zoom-in" model you should first learn highpoly modelling. Make a highpoly and then when it's complete you make your lowpoly which is intended for the game with the absolute barebones number of triangles necessary to express its shape. Then you can bake the detail of the highpoly to the textures of the lowpoly.
>>
How do I into Blender? I need to start learning 3D modelling
>>
>>334547671

We're after a Startopia level of zoom.
>>
https://soundcloud.com/broken-bit/system-shock-intro-cover

>All this over what I tried to learn with a 3d Model

https://soundcloud.com/broken-bit/system-shock-intro-cover

>What I did with System Shock's theme
>>
>>334547938
>Download blender
>Watch tutorial on basics of blender
>????
>Profit!

>>334548159
The building smack dab in the center of that pic is probably 50-100 tris at best, so take that into consideration when cleaning your models up
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>>334548492

>Possibly a quality post ruined by the fact that I'm a hopeless drunk and fucked it up
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>>334538306
Reminds me of pic related
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>>334548540

>Watching videos

I can read several times faster than anyone can talk. I'd rather read a tutorial than listen to one.

But everyone's a fucking retard nowadays and needs someone to explain concepts in simple terms.
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>>334548781
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>>334548909
On a scale from 1 to 10 how euphoric would you say you are right now?
>>
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>>334548909
i can read text faster than the fucking flash ok dont mess with me ashole sometimes i watch a video get off my dik
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>>334542380
I tried to do this and realized its a huge waste of time.

The best way of being good at modeling is practicing modeling and studying the objects.

If you learn to draw or sculpt you will get better
>>
>be me
>have neato idea
>drafting design doc
>wanting to ripoff Heart of Darkness, Turok, and Roadside picnic all in one
>As part of the backstory, one recovered Alien artifact is a "cure all" device. One of it's side effects is that it can be used to recover dna
>dinosaurs get cloned
>there are stalkers in the zone
>there are stalkers with trained dinosaurs with saddles on them

Is this absolute shit?
>>
>>334549601
nobody cares about your fucking story dude its the game that matters
>>
>>334549601

As much of a dick sentence as it is

>>334549674

Is right

Story - game = you should be writing a book

Story + game = you might be chasing Undertale if you're good

If you want to make a game your way of thinking should be what makes a great game, THEN what makes a good story. A good story without a good game fucks everything.
>>
>>334549530
>The best way of being good at modeling is practicing modeling and studying the objects

thats.... what i meant.
>>
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>>334549121

I'm an 8, if only because I'm drunk as fuck and it works to alleviate the dry, crushing oppression of living life day-to-day as a functioning adult.
>>
>>334550029
thats a pretty mild sentence given the number of guys with story ideas thinking they're going to make a game i've seen in my lifetime
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>>334549601
>will clusterfucking random elements from three completely different things be bad

yes
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>>334550252

I'm trying to be nice. Fuck it, might as well post memes.
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>>334550215
Studying the model made by professionals tells you nothing about their workflow and techniques.
You will be imitating some gimmicks but if you sucked before you will just suck then.


Good at drawing = good at 3D.

Be a drawing artist or a sculptor this is the best way you study anatomy and objects in order to reproduce them flawlessly.
>>
>>334549530

What do you mean by sculpt? If only because I did Art in College and sculpture was actually one of my strong points. As nice as it'd be to translate the skills, they really don't match up.
>>
>>334550610
They do.
Once I got good with zbrush and doing lloomis my 3D works improved.

If you just sculpt vases then I guess you can model vases.
>>
>>334547497
This one?
https://www.native-instruments.com/en/products/komplete/bundles/komplete-10/
>>
>>334551025

From that I use Massive, FM8 and Absynth. Maybe I should try the others, but I don't have them.
>>
>>334547938
https://www.youtube.com/watch?v=lY6KPrc4uMw&list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS
>>
>>334551231
All right, thanks. I'm just hoping to get some half decent sounds, the ones that come by default are mostly shit.
>>
File: dva (2).webm (1 MB, 773x606) Image search: [Google]
dva (2).webm
1 MB, 773x606
How gud do you have to get to make qt girls in mechas?
>>
>>334552275
>that jarring transparency on the gum
Blizzard pls
Thread replies: 124
Thread images: 27

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