What made you do this? After all, Cycles wasn’t exactly feature complete back then.Ĭycles is just so much more powerful for what I do. You mentioned before that you had moved production to Cycles as soon as it was out. But you really, really need something like NVidia GTX to make it work fast enough. Besides, Cycles is very intuitive and easy to use. And it is quite awesome for making sprite-based games. It’s day one production tool in the SuperCity game project. There have been no problems with Blender whatsoever. GIMP is quite convenient for this kind of work.ĭid you have any problems integrating Blender into an existing workflow? First I render different parts of an object in Cycles, then I use GIMP for assembling one final image from them. In fact, I’m still the only person using Krita in the team, but I hope this is changing soon. No, I only use it for texturing right now. Do you have any other uses for it? Concept art maybe? You mentioned in the announcement that you rely on Krita for painting textures now. Open source/free software is different: you download it or sometimes you even build it from source code, then you report bugs all the time, ask developers for new features, sometimes you even patch it yourself. Looking beyond the price tag, how much difference does it make for you to rely on free-as-in-speech software?Ĭommercial software is easy and somewhat predictable: you buy it, then you use it. Nevertheless I would strongly advice to use some commercial software that will certainly improve your results: ZBrush, 3D Coat (works on Linux!). I’ve extensively used it for two years, and all I can say is that it gets the job done. Yes, so far it’s the only project where free software has been used. So that’s your first significant project where free software was used on such a large scale? There are 7 games in your portfolio, and only for this one the graphics was (knowingly) created with Blender, Krita, and GIMP. We’ve just released its version for Facebook which is, in fact, the reason we started all this PR activity :) The game has been out for 2 years now, and it’s quite well-known on Russian social networks such as VKontakte where it has ca. We are a team of 60 at the moment, and we keep rapidly growing. Hi Paul! First of all, is Playkot a large team at all? Paul kindly agreed to elaborate on his experience with free software for a special coverage by LGW. Yesterday, Paul Geraskin, a 3D artist at Playkot, a St. Petersburg (Russia) based game development company, revealed in a Blendernation story that graphics for SuperCity, a popular online game, was created with Blender, Krita, and GIMP. We already told you about the making of Sokoban Garden mobile game in the past, but what about games for social networks? Any cultural shifts yet? Is it feasible to create graphics for a really popular social network game with free software? Two years and 4,000,000 users later the answer seems obvious.Īll the Flappy Bird nonsense aside, the question stands: just how good is free software for production of games that engage millions of users?
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