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Turniper


				

				

				
2 followers   follows 0 users  
joined 2022 September 04 19:16:56 UTC

				

User ID: 96

Turniper


				
				
				

				
2 followers   follows 0 users   joined 2022 September 04 19:16:56 UTC

					

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User ID: 96

I'm less familiar with Kriss than I am with marketing writing. Substack is a platform you basically need to funnel to via a big twitter or youtube account. Other people's substacks and tiktok are also good options. It doesn't give you much organic visibility, even if people view and comment, you need another way to drive links. It's more of a bottom of funnel than a top of funnel place, with good monetization options for dedicated fans.

Substack's algorithm doesn't work like that, unless you drive viewership from other platforms you're gonna get almost zero visibility.

Mm, this really isn't true. If you write like Sam Kriss into the void, you'll enjoy approximately zero organic success. You need to both write like Sam, and market like him, to enjoy success like him. There are platforms that will drive viewership organically to your writing. Most of them are places to read fiction for free. If you want to write blogs, you're gonna need to market yourself.

Blend shapes will allow you to mess with proportions. That's actually pretty easy, and the industry standard solution for stuff like scaling fat or muscle. The problem is that animations wont play nicely with blend shapes. If you increase the length of legs or forearms rather than scaling height uniformly, all your physical interaction animations begin to break. If you really want truly unique builds, you basically need to do VR style procedural IK animation for all your interactions.

Yeah, that's a really hard goal. It's only gonna get worse once you add blend shapes, equipment, and attachment points. You'll start to find that you really need to have unified skeletons, because if you don't, you'll need new copies of models for everything. IE you'll need to reskin and possibly even mess with the low-poly mesh for every pair of pants x every base mesh you build. If your dwarves/elves are just humans modified with aggressive blend shapes though, you only need pants for men and pants for women. It's definitely a cool idea, but I tend to think it's way too big for a single person to accomplish, not one of the low hanging fruit for procedural generation, like terrain or animating a spider.