Re: Discussion - Now I know why good 3D hentai isn't happening soon.
Good 3D hentai is hard not because of animation completely.
It's mostly 3D modeling, lack of programming ability and market size.
Japan has tons of really awesome adult animators that don't make the transition into making a successful 3D game.
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' videos are normally really high quality, but their forray into 3D games came across issues.
First things first, the actual quality of the image was pretty low. Most japanese users don't have strong PCs. The PC market is miniscule over there. More people prefer to game on handhelds and the ones that game on PC do it so rarely that a high-end PC isn't worth it. Do you see how this diminishes the market size for 3D products? This means that Polymation had to really go to that lowest common denominator in order for their game to run well. They didn't have the programming ability to use shaders to their advantage and the final product didn't look the best. I still absolutely love the VN though.
On the other hand...
The devs
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got past this by having almost no environments, generally low poly characters and focusing most of their visual flair out in the shaders. Turn those shaders off and the game actually looks pretty bad. Shaders are postprocessing btw. It's calculations done on the screen after all the 3D stuff is drawn so it's generally fast.
3D animation among indie devs isn't the problem when it comes to the sex department. It's not a joke to say that SFM animators have the ability to make those animations in game engines nowadays. In fact, animators like
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animation process directly lends itself to being ported to a game engine.
Of course you won't get advanced facial animation or any of that jazz that makes a game AAA but the game would certainly be high quality at the touch of animators like him.
The problems with making a "game" though are the general all purpose animations.
If you watch an
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video you'll notice that even he has trouble with walking animations and that kind of general stuff. Stuff we find kind of standard in video games. Anything that needs movement from the whole body is generally pretty tough to get right, and so that's a barrier to entry for a lot of 3D developers.
Mass Effect Andromeda's failure doesn't really directly lend well to a comparison of the failures of 3D H-games. 3D H-games don't really need all that much mo-cap, and the animators in Japan have the ability to create those kinds of animations anyway. Indie animators have been doing it to make videos for FOREVER now.
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is like what? 2 people. The problem is that while people can animate, it's hard to make good 3D models from scratch, the market's a subportion of the already tiny adult market, and the programming barrier is pretty high to actually make things look pretty on generally weak machines.