This might be the most bittersweet announcement I can make on this kind of holiday, but with the end of a year comes the beginning of something new. We close the door on the events that came before, and prepare for something new. So, even if this is going to be one of the most difficult announcements I have had to make, I feel that now is the best time to do this. It has to be this way.
Long story short; I’m officially announcing that 2024 will be my last year of support for SFM, and the last year I will be focusing on SFM output as the primary focus of future projects.
From January 1st, 2025 forward, I will be focusing on designing models primarily for use directly in Blender 3D. Any involvement from me in SFM modeling, porting, and rigging will be halted, and Source Engine specifications will no longer be a focus in my primary output.
It’s a distressing situation to be in. But you all know I am not a man of few words, so I will explain the situation and my reasoning as thoroughly as I can. I made a similar speech back in 2018 for Garry’s Mod, but this one is a much more emotional load to bear. This will be for everybody who is concerned or worried about what will happen going forward.
If you wish to skip to the questions section, please feel free. But for those who want the full in-depth story, here we go.
Why am I making this transition? There are 2 explanations for this; a personal one, and a technical one.
12 JAN 2015 was the last time SFM had gotten an update. At the time, I was just barely able to get deeper into Garry’s Mod porting as I was finishing school. I was still smashing my head against the screen, cursing blender day in and day, with only 2 hours a week to access an internet connection. In that time, tons of things in the world were changing and advancing; personally, globally, and technologically. It was the technological advancements that pushed me to transition from garry’s mod to SFM.
I spent the next 7 years learning SFM, mastering its limitations. Scouring the internet and art communities for advice, suggestions, and information, trying to learn what people had discovered during the SFM community’s peak. In time, an amazing community of artists formed around my work, full of passionate people who loved using SFM as the primary tool for their art. I found more support and love in this community than I could have ever dreamed of, and I owe that amazing experience and my prosperity to this software, its users, and its community. Due to the unique purpose and flexibility of the software at the time, an entire wave of people were exploring the joys of using SFM to explore the process of making 3d art. Experiencing this dynamic motivated me to learn the many “kung-fu” production tricks needed to push models through its restrictive specifications.
In 7 years, I went from creating models with rough topology, old Gmod flexes, HL2 skeletons and clothing models, painted-on genitals, and other issues created by limited knowledge of porting to making complex, modular monster models. The latest generation of models have maxed out the 128 controller limitless, maxed out the 32 material limit, required multiple split revisions to dance around memory limits, and use a library of production tricks and workflows to push the engine as far as it is willing to be pushed.
Due to the nature of the NSFW community and how it can motivate people, the skill levels of artists can raise quickly, along with the standards of quality. This brings more artists in, getting them interested in the hobby and expanding the community. So when I make models, I try to design them not only as tools, but also as toys to play with in a virtual world. They should be flexible and powerful enough for a professional artist while also being fun to work and learn with as a beginner.
All of this is why I defend SFM with the passion I do. It’s an amazing tool for anyone who wants to enter the world of CGI, and I try to support that with my models as best I can while scraping against the limits of the software.
All of that said……12 Jan 2015 was the last time SFM got an update.
It’s been 9 years to the day since SFM has received any patches or improvements. It’s been 20+ years since the version of Source engine that it runs on was developed. And in the 7 years I spent making 30+ character models, I’ve begun to hit limitations with the software that have caused me to cancel entire projects due to bugs, missing features, outdated code, and most of all the 32-bit limit on memory that causes the software to die when too many models are loaded.
This year, 90% of my joy this year came from making scenes and animations directly in Blender. 60% of my frustrations came from trying to plan out more and more complex models, and dealing with the gauntlet of compiling errors that result from that complexity. Back when I gave up on Gmod, I was spending 10 minutes for each compile and another 10 minutes just trying to open the model on my computer; a process that ate tremendous amounts of time when it had to be repeated. SFM solved that process at the time with its less frustrating compiling process and relatively fast ability to test models. But now, I have DOZENS of models to keep track of for every project, which has wiped out those gains in my workflow speed. At this point, the only thing I enjoy in the porting process is assigning materials.
And it’s even more depressing because now I even feel tired of just opening SFM at all. When I open a model to make a release poster, I’ll often find a bug that delays the final release even further. It’s gotten to the point where I prefer to make my posters in Blender, or have to ask friends and testers if they can provide posters to assist me.
On top of all of this, SFM has severely limited the design decisions I’m able to make while building a model. SFM imposes heavy restrictions on polycount, weight counts, textures, and materials that limit my ability to make models that look and function well in Blender. With Blender becoming a de-facto industry standard, I need to start learning how to design around its potential instead of limiting myself to a 20 year old engine.
This is a point of no return for my career. I’m 28 years old and I depend on this software and this work to sustain my existence. I need to start thinking about improving my skills and preparing myself to find work in the 3D CGI industry and take on bigger projects. And honestly, I need to start moving forward for the sake of my own mental health. I have been trying to stick with this engine for the sake of all of the people who still rely on it, but I can’t keep supporting a depreciated engine indefinitely and still feel like I have a future in this profession.
I would also suggest to those of you who have the hardware for it; try dipping your toes in the blender pool sometime. It is a very complex piece of software, but there is a tremendous amount of information, tutorials, addons, and assets out there to help you pick it up. Blender is constantly being supported and improved. Functionality is always getting updated and refined, and GPU implementation is getting better every year as the deep learning rendering tech continues to reduce render time. The software is capable of producing so many different styles and assets, and there are already many fur artists migrating and learning how to take advantage of it that can help you learn the basics.
As the community grows, and more newcomers in the future use Blender as their starting point, the community will become more and more welcoming for rookie blender users. I think giving people a clear deadline of support is the healthiest way I can make the transition at this point, and my hope is that this year will be enough time for people to prepare for that transition. In the meantime, I will continue making SFM models as I always have, while slowly dedicating time to practicing for the 2025 blender transition.
The first Blender model will be a full remake of Alilkira. She was always the “test bed” character for these kinds of transitions. Her major design characteristics have already been developed in her most recent version, so it will be a nice way to recap and compare the results between the old and new software constraints. This should help motivate me to take on more lore-focused projects in the future.
I do not have much else to add at this point; I dropped the idea of a whole Q&A section because I prefer to answer them in the comments, so if you have any questions, please do not hesitate to ask.
On a quick note, most aspects of my work not related to SFM will be kept almost identical; VRC Ports, Model edits, porting to other games, and other use cases will still be considered with the addition of now allowing other people to port the models to SFM themselves if they want.
I will look for someone to do the port process officially but it's not a guarantee yet. The focus right now will be to prepare for the transition and to keep the last few SFM releases consistent with the level of detail I always try to give.
I have no shortage of words for how much I owe to SFM, and I want to be respectful of it and the people who advocate for it. But this is my limit, and I need to move on. I encourage you to join me in this transition, and I will be happy to answer any questions in the comments that you have. As always, thank you so much comrades! and happy 2024! -WM OUT
Long story short; I’m officially announcing that 2024 will be my last year of support for SFM, and the last year I will be focusing on SFM output as the primary focus of future projects.
From January 1st, 2025 forward, I will be focusing on designing models primarily for use directly in Blender 3D. Any involvement from me in SFM modeling, porting, and rigging will be halted, and Source Engine specifications will no longer be a focus in my primary output.
It’s a distressing situation to be in. But you all know I am not a man of few words, so I will explain the situation and my reasoning as thoroughly as I can. I made a similar speech back in 2018 for Garry’s Mod, but this one is a much more emotional load to bear. This will be for everybody who is concerned or worried about what will happen going forward.
If you wish to skip to the questions section, please feel free. But for those who want the full in-depth story, here we go.
Why am I making this transition? There are 2 explanations for this; a personal one, and a technical one.
12 JAN 2015 was the last time SFM had gotten an update. At the time, I was just barely able to get deeper into Garry’s Mod porting as I was finishing school. I was still smashing my head against the screen, cursing blender day in and day, with only 2 hours a week to access an internet connection. In that time, tons of things in the world were changing and advancing; personally, globally, and technologically. It was the technological advancements that pushed me to transition from garry’s mod to SFM.
I spent the next 7 years learning SFM, mastering its limitations. Scouring the internet and art communities for advice, suggestions, and information, trying to learn what people had discovered during the SFM community’s peak. In time, an amazing community of artists formed around my work, full of passionate people who loved using SFM as the primary tool for their art. I found more support and love in this community than I could have ever dreamed of, and I owe that amazing experience and my prosperity to this software, its users, and its community. Due to the unique purpose and flexibility of the software at the time, an entire wave of people were exploring the joys of using SFM to explore the process of making 3d art. Experiencing this dynamic motivated me to learn the many “kung-fu” production tricks needed to push models through its restrictive specifications.
In 7 years, I went from creating models with rough topology, old Gmod flexes, HL2 skeletons and clothing models, painted-on genitals, and other issues created by limited knowledge of porting to making complex, modular monster models. The latest generation of models have maxed out the 128 controller limitless, maxed out the 32 material limit, required multiple split revisions to dance around memory limits, and use a library of production tricks and workflows to push the engine as far as it is willing to be pushed.
Due to the nature of the NSFW community and how it can motivate people, the skill levels of artists can raise quickly, along with the standards of quality. This brings more artists in, getting them interested in the hobby and expanding the community. So when I make models, I try to design them not only as tools, but also as toys to play with in a virtual world. They should be flexible and powerful enough for a professional artist while also being fun to work and learn with as a beginner.
All of this is why I defend SFM with the passion I do. It’s an amazing tool for anyone who wants to enter the world of CGI, and I try to support that with my models as best I can while scraping against the limits of the software.
All of that said……12 Jan 2015 was the last time SFM got an update.
It’s been 9 years to the day since SFM has received any patches or improvements. It’s been 20+ years since the version of Source engine that it runs on was developed. And in the 7 years I spent making 30+ character models, I’ve begun to hit limitations with the software that have caused me to cancel entire projects due to bugs, missing features, outdated code, and most of all the 32-bit limit on memory that causes the software to die when too many models are loaded.
This year, 90% of my joy this year came from making scenes and animations directly in Blender. 60% of my frustrations came from trying to plan out more and more complex models, and dealing with the gauntlet of compiling errors that result from that complexity. Back when I gave up on Gmod, I was spending 10 minutes for each compile and another 10 minutes just trying to open the model on my computer; a process that ate tremendous amounts of time when it had to be repeated. SFM solved that process at the time with its less frustrating compiling process and relatively fast ability to test models. But now, I have DOZENS of models to keep track of for every project, which has wiped out those gains in my workflow speed. At this point, the only thing I enjoy in the porting process is assigning materials.
And it’s even more depressing because now I even feel tired of just opening SFM at all. When I open a model to make a release poster, I’ll often find a bug that delays the final release even further. It’s gotten to the point where I prefer to make my posters in Blender, or have to ask friends and testers if they can provide posters to assist me.
On top of all of this, SFM has severely limited the design decisions I’m able to make while building a model. SFM imposes heavy restrictions on polycount, weight counts, textures, and materials that limit my ability to make models that look and function well in Blender. With Blender becoming a de-facto industry standard, I need to start learning how to design around its potential instead of limiting myself to a 20 year old engine.
This is a point of no return for my career. I’m 28 years old and I depend on this software and this work to sustain my existence. I need to start thinking about improving my skills and preparing myself to find work in the 3D CGI industry and take on bigger projects. And honestly, I need to start moving forward for the sake of my own mental health. I have been trying to stick with this engine for the sake of all of the people who still rely on it, but I can’t keep supporting a depreciated engine indefinitely and still feel like I have a future in this profession.
I would also suggest to those of you who have the hardware for it; try dipping your toes in the blender pool sometime. It is a very complex piece of software, but there is a tremendous amount of information, tutorials, addons, and assets out there to help you pick it up. Blender is constantly being supported and improved. Functionality is always getting updated and refined, and GPU implementation is getting better every year as the deep learning rendering tech continues to reduce render time. The software is capable of producing so many different styles and assets, and there are already many fur artists migrating and learning how to take advantage of it that can help you learn the basics.
As the community grows, and more newcomers in the future use Blender as their starting point, the community will become more and more welcoming for rookie blender users. I think giving people a clear deadline of support is the healthiest way I can make the transition at this point, and my hope is that this year will be enough time for people to prepare for that transition. In the meantime, I will continue making SFM models as I always have, while slowly dedicating time to practicing for the 2025 blender transition.
The first Blender model will be a full remake of Alilkira. She was always the “test bed” character for these kinds of transitions. Her major design characteristics have already been developed in her most recent version, so it will be a nice way to recap and compare the results between the old and new software constraints. This should help motivate me to take on more lore-focused projects in the future.
I do not have much else to add at this point; I dropped the idea of a whole Q&A section because I prefer to answer them in the comments, so if you have any questions, please do not hesitate to ask.
On a quick note, most aspects of my work not related to SFM will be kept almost identical; VRC Ports, Model edits, porting to other games, and other use cases will still be considered with the addition of now allowing other people to port the models to SFM themselves if they want.
I will look for someone to do the port process officially but it's not a guarantee yet. The focus right now will be to prepare for the transition and to keep the last few SFM releases consistent with the level of detail I always try to give.
I have no shortage of words for how much I owe to SFM, and I want to be respectful of it and the people who advocate for it. But this is my limit, and I need to move on. I encourage you to join me in this transition, and I will be happy to answer any questions in the comments that you have. As always, thank you so much comrades! and happy 2024! -WM OUT
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Isn't an easy choice to move from a software that you are known for to a new one, but I also believe it to be the right decision.
I'll say it bluntly, SFM is dying. It was great in it era but now 3D has evolved, Blender is easier than it has ever been to get into and getting better each years.
You did very impressive work in SFM, working around and with it limitation. I can't wait to see what you will be able to do when those shackles would be removed, as well as having many more tools to use for functionality and more!
I'll say it bluntly, SFM is dying. It was great in it era but now 3D has evolved, Blender is easier than it has ever been to get into and getting better each years.
You did very impressive work in SFM, working around and with it limitation. I can't wait to see what you will be able to do when those shackles would be removed, as well as having many more tools to use for functionality and more!
You were one of the real OGs in the 3D furry scene, and helped blaze the path with so many models back when the trade was daunting and scared many away from learning SFM or modeling.
I salute your service and the work you've done, and wish you success in your future projects.
It's good to hear you're learning Blender; it's a solid tool with the limitless potential SFM once did.
Thanks for inspiring so many of us, both fans and modelers or animators alike, and godspeed on your ambitions!
Out of curiosity, have you also considered learning/migrating to Source2 on the side?
I hear its a huge breath of fresh air, and maybe it won't be as completely foreign of an experience as learning Blender from scratch will be.
I salute your service and the work you've done, and wish you success in your future projects.
It's good to hear you're learning Blender; it's a solid tool with the limitless potential SFM once did.
Thanks for inspiring so many of us, both fans and modelers or animators alike, and godspeed on your ambitions!
Out of curiosity, have you also considered learning/migrating to Source2 on the side?
I hear its a huge breath of fresh air, and maybe it won't be as completely foreign of an experience as learning Blender from scratch will be.
I guess it's only natural, since many artists have gathered enough experience to take more ambitious projects and it was only a matter of time for us to move along with them. In just a few years so many folks have reached the limits of SFM and started to move to blender and other programs, so i think this is going to start happen for many of us too. So trust me, i totally get and agree with all of what you said. I know it's difficult to make the change, but it's the right choice, so best of luck with all your projects!
Thanks you so much comrade!
It's not just a matter of experience and ambition, it's the where people in a future where gonna to start too, at this point SFM it's getting dry, abandoned and more unstable over the time and more outdated as time passes, we need to look where the program will be in 5 years in the same scale of where it was 5 years ago and compare it on how blender and other software evolved in the meantime. Not just because it's becoming unpractical and unfun to port it there but because at what point people will tolerate it's flaws in some years, in the same level MMD or XNALARA did back then, overall it's too a inner desire to create cool stuff and hate the limits on it because technicall bullshit when you have the skills to execute it in the main platform
It's not just a matter of experience and ambition, it's the where people in a future where gonna to start too, at this point SFM it's getting dry, abandoned and more unstable over the time and more outdated as time passes, we need to look where the program will be in 5 years in the same scale of where it was 5 years ago and compare it on how blender and other software evolved in the meantime. Not just because it's becoming unpractical and unfun to port it there but because at what point people will tolerate it's flaws in some years, in the same level MMD or XNALARA did back then, overall it's too a inner desire to create cool stuff and hate the limits on it because technicall bullshit when you have the skills to execute it in the main platform
Speaking of blender, I primarily use 2.79 version. Any other blender version that be before and after 2.79 version, are only used with plugins to import various game pieces, then export them to open in 2.79 blender.
I just barely learned the UI of 2.79 and looking at newest one is just "forget everything you know and start over", I just can't...
As for the modding, I think tailoring whatever model to fit Half-Life2 is an exceptional challenge.
I saw that almost nobody tailored their models for half-life's faceposer with their phoneme lipsync feature and stuff.
And yes, if you aim to have million polygon model with weights distributed on multiple bones, then yeah - Source is not a thing to do.
Right now I'm onto modding Resident Evil 4 2007 PC port, as it's the easiest one to edit. Just for some joke thing.
And don't beat yourself up over preferring one software over another.
Each of us pick whatever that sates our artistic need. Be it newest one software, or something far far ancient.
Like some people are using Microsoft 3D Movie Maker for some lowpoly shitposting.
I just barely learned the UI of 2.79 and looking at newest one is just "forget everything you know and start over", I just can't...
As for the modding, I think tailoring whatever model to fit Half-Life2 is an exceptional challenge.
I saw that almost nobody tailored their models for half-life's faceposer with their phoneme lipsync feature and stuff.
And yes, if you aim to have million polygon model with weights distributed on multiple bones, then yeah - Source is not a thing to do.
Right now I'm onto modding Resident Evil 4 2007 PC port, as it's the easiest one to edit. Just for some joke thing.
And don't beat yourself up over preferring one software over another.
Each of us pick whatever that sates our artistic need. Be it newest one software, or something far far ancient.
Like some people are using Microsoft 3D Movie Maker for some lowpoly shitposting.
I remember back then when 2.8 came out and its new IU, the current alilkira version was initially a test bed to try the new UI, wasnt that bad honestly to be realistic the old 2.79 was horrible anyways XD but yeah was trying to move on as fast as possible to do not make it painful later what turns out be true, alot still on old 2.79 ui, in retrospective, the changes where made to make it way less problematic to alot of new people and the numbers show it right
Its what happens when people extend and push the limits of there works. Instead of staying close to what is allowed and maintain, they wanna branch out and push forward in what could be instead of what.
You will be making more complex models with Blender. But not everyone will be able to follow, Blender like SFM is a heavy tool that some people cant render.
Best way looking, People started drawing with Pencils, moved to Pens, converted to digital. You improve your work, it still your work. But the change will be noticeable, some people would prefer your older works (as many tend to do)
Others will be happy to see evolution.
Me, I hope your last few SFM models are worthwhile and memorable. (Me hoping for one last renamon/krystal or Pack of anthro furries)
You will be making more complex models with Blender. But not everyone will be able to follow, Blender like SFM is a heavy tool that some people cant render.
Best way looking, People started drawing with Pencils, moved to Pens, converted to digital. You improve your work, it still your work. But the change will be noticeable, some people would prefer your older works (as many tend to do)
Others will be happy to see evolution.
Me, I hope your last few SFM models are worthwhile and memorable. (Me hoping for one last renamon/krystal or Pack of anthro furries)
There are way more complex reasons of why you want to lets say dich a whole process what take the 40% of the whole desing point of whatever you want to create ON TOP of what its the whole model making process what by itself its a dauthing task, the problem its not because i want to "Just move foward" but the "i dont want to bother to the ultra thedious step what its porting" what kills the whole mood i have to create art itself on SFM
As much people maybe want to stick with old styles the thing its liked stuff back then w/o realizing i was putting my 100% back then in the same level i put it today, people enjoy things what i did in the past for the same determination i have today, porting to GMOD was a huuuuge task even more challenging than anything else i had to do even today to bring whatever i had into that program, a whole process what Ate the 50% of the whole creation process, The whole Half, SFM allowed me focus a bit more in the creative unrestrictions w/o had to worry of the whole randomness of bugs what was the physmodel, ragdolls contraints, and the animations, and face FACS, and the proportional tricks what more than nothing used to break for reasons i never fully understood,
In the SFM chase (what its not even a heavy program) bypass that and gave ALOT of freedom in contrast of Gmod, still, im touching boundaries totally related to the Engine limitations and need to advodcate to the current generation of artist what want to move into this area, please remember i never was a Mod maker or a person dedicated to a X software just for the loyal of it, im a Character creator, im an artist what looks and focus into more people using my stuff and create stunning characters, and limit myself to source its not longer a option, i do not even reccomend SFM as starting point to anyone at this point since i prefer some people learn a set of skills what will be potentially useful for its entire life than to a software what have the days counted, i hope do you understand
As much people maybe want to stick with old styles the thing its liked stuff back then w/o realizing i was putting my 100% back then in the same level i put it today, people enjoy things what i did in the past for the same determination i have today, porting to GMOD was a huuuuge task even more challenging than anything else i had to do even today to bring whatever i had into that program, a whole process what Ate the 50% of the whole creation process, The whole Half, SFM allowed me focus a bit more in the creative unrestrictions w/o had to worry of the whole randomness of bugs what was the physmodel, ragdolls contraints, and the animations, and face FACS, and the proportional tricks what more than nothing used to break for reasons i never fully understood,
In the SFM chase (what its not even a heavy program) bypass that and gave ALOT of freedom in contrast of Gmod, still, im touching boundaries totally related to the Engine limitations and need to advodcate to the current generation of artist what want to move into this area, please remember i never was a Mod maker or a person dedicated to a X software just for the loyal of it, im a Character creator, im an artist what looks and focus into more people using my stuff and create stunning characters, and limit myself to source its not longer a option, i do not even reccomend SFM as starting point to anyone at this point since i prefer some people learn a set of skills what will be potentially useful for its entire life than to a software what have the days counted, i hope do you understand
Honestly, I feel ya. While I had stuck with Gmod from 2010 or so to 2016, I can understand the frustration of dealing with the limitations of an engine that is held together by duct tape and prayers. It's because of that and other factors that I ended up ditching anything from Source entirely, using Blender in its place and never looking back. I still have issues with Blender to this day, but more often than not, I find a way to push forward with it all.
I use the 3.0 or 3.5 versions of the app, but I will say that I am looking forward to whatever it is you manage to release in the future.
I use the 3.0 or 3.5 versions of the app, but I will say that I am looking forward to whatever it is you manage to release in the future.
All I can say is thank you for all the work that you did, your models are truly something that is worth the pledge on Patreon.
Though it is sad to see you go, it is only natural for us to move on to other things, I may even do the same thing before long.
Good luck to you in your endeavors, and I will see you on the far side.
Though it is sad to see you go, it is only natural for us to move on to other things, I may even do the same thing before long.
Good luck to you in your endeavors, and I will see you on the far side.
Sadly from what im seeing, pragma its just another tool focused on the render capabilities of SFM, still base on many of the flaws related on the actual porting or lack of actual features present on current SFM to be a considerable option at this moment, pragma just release a proper showcase of a close funtional tool, sadly i took too late and i needed something like that 2 years ago almost
I can't really blame you, using SFM is like stepping back 15 years, too many limitations, an old engine unable to handle more than a handful of lights, and several crashes that put entire projects at risk.
Blender on the other hand is like taking a peek into the future of the 3D industry, new features are introduced every year that allow artists to experiment with new approaches, not to mention that the community is growing every day by providing tutorials and assets.
Blender on the other hand is like taking a peek into the future of the 3D industry, new features are introduced every year that allow artists to experiment with new approaches, not to mention that the community is growing every day by providing tutorials and assets.
I will admit, it's a shame but sadly that's the way of life, we all have to move on at some point. I ain't a SFM artist but me watching LazyPurple's video on what he has to go through with SFM just to make a video project, I can understand it.
SFM was great, even had an awards event (Saxxy), however those days are pretty much over, Saxxy isn't around and SFM is becoming more unstable, buggy, and outdated, not to mention trying to update it could just break SFM more so it's just a matter of time before SFM isn't possible to run anymore due to the advancements in technology so it's either shutdown or just abandonware that doesn't run.
But hopefully with you using Blender you can make some amazing masterpieces that really blow people away.
SFM was great, even had an awards event (Saxxy), however those days are pretty much over, Saxxy isn't around and SFM is becoming more unstable, buggy, and outdated, not to mention trying to update it could just break SFM more so it's just a matter of time before SFM isn't possible to run anymore due to the advancements in technology so it's either shutdown or just abandonware that doesn't run.
But hopefully with you using Blender you can make some amazing masterpieces that really blow people away.
Well Victor ol pal I am sad to hear this news but I understand and don't worry I KNOW there will be people willing to port your work into SFM for those like me who have No idea on how to work Blender yet. Guess If I have any commission ideas I better sort those out and ask for them soon lest the year slip by and I forget. Anyway I am glad you can keep doing what you love even if it's in a new program.
I'm also more than happy to see so many SFM modelers and users here supporting you me included, though I have yet to post anything I'm going to try changing that. Hears to hopefully a great year friends!
I'm also more than happy to see so many SFM modelers and users here supporting you me included, though I have yet to post anything I'm going to try changing that. Hears to hopefully a great year friends!
irony is that I am now thinking to learn to port some models to gmod.
sure adapting QC for various models is pain.
but setting up simple scene in blender like in source rendering is requiring extra steps.
plus considering that one model I uploaded to gmod, one artist made very good use of that model, only thanks to me porting it there, cuz he has no 3D knowledge.
so sometimes I think such porting nightmare may be worth if someone can use it too.
Some things are easy in one environment, others are leagues harder.
and combining them all into singular render in blender is an absolute pain.
Either way we try doing it, it will be pain to learn.
sure adapting QC for various models is pain.
but setting up simple scene in blender like in source rendering is requiring extra steps.
plus considering that one model I uploaded to gmod, one artist made very good use of that model, only thanks to me porting it there, cuz he has no 3D knowledge.
so sometimes I think such porting nightmare may be worth if someone can use it too.
Some things are easy in one environment, others are leagues harder.
and combining them all into singular render in blender is an absolute pain.
Either way we try doing it, it will be pain to learn.
FA+

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