Boomer Shooter DevLog 3

  Рет қаралды 575

CryoNoir

CryoNoir

Күн бұрын

Пікірлер: 20
@_skeletoon
@_skeletoon 5 ай бұрын
Blender has the decimate modifier to reduce poly count. I confess I only do low poly stuff, so I don't know how well it would have worked out on this case.
@CryoNoir
@CryoNoir 5 ай бұрын
I used the decimate function on the main body of the hair and it worked out fine, however when I used it on the body, boots, etc it gave some pretty weird/unusable results. There’s still a lot of optimisation left on the table but for now nanite is picking up the slack.
@wtmftproductions
@wtmftproductions 5 ай бұрын
You should look into Normal baking. Keep the high-poly model, and make a VERY low poly version, and then bake a normal map so that you can keep all the detail but with a very low poly count. Honestly even the reduced poly boots still have more polys than the entire character should ideally have.
@CryoNoir
@CryoNoir 5 ай бұрын
Cheers dude. I’ll look into that, I’m just kind of itching to get on building something. I’ve been at this months now and literally all I’ve got to show for it a near blank template and a player character with a scurvy and a hunchback 🤣🤣🤣
@Mekkablood
@Mekkablood 5 ай бұрын
This was the issue I had for years. Would make a prototype in UE4 then get to animation and just bang my head against the wall. That's why I went with sprites/flipbooks for my boomer shooter. As tedious as the animation process can be with those it always works, and overall seems to be a lot quicker. Props on you for sticking with it, and your progress looks awesome.
@CryoNoir
@CryoNoir 5 ай бұрын
Thanks dude. I’m nothing if not persistent.
@SurajPatil-e8z
@SurajPatil-e8z 5 ай бұрын
crazy broo :)
@wausin
@wausin 5 ай бұрын
Solid progress! mini tip for Blender/Unreal; experiment with exporting as gLTF 2.0 instead of fbx, when exporting from blender :) iirc the materials/textures port over properly at cost for a slightly larger file size. gl hf!
@CryoNoir
@CryoNoir 5 ай бұрын
Oh wow! Cheers, I’ll give it a bash. I want to use the accurate rig if I can because that’s supposed to have the best compatibility with animation sets, and if exporting as gLTF solves the rendering issue that’ll be a right bonus!!! Cheers!!
@wausin
@wausin 5 ай бұрын
@@CryoNoir haha, not a clue if it'll work with the third parties and animated stuff, but it was the fix for my static props and backgrounds in UE4/5! Nice one
@watereddownfrog
@watereddownfrog 5 ай бұрын
I'm pretty sure you can export the textures from blender and reimport them into unreal and make them into materials and I think the UV is the same and you can just insert the materials into the mesh editor.
@CryoNoir
@CryoNoir 5 ай бұрын
I’m sure there probably is because it seemed ridiculous that that was the case, but when I googled it all the top answers said you couldn’t. I’m not hugely fussed at this stage because the only one I was really bothered about was the eyes, and at the distance the player will see them from I doubt it’ll make a huge difference.
@DarkMagicBenJI
@DarkMagicBenJI 5 ай бұрын
The Progress is coming along great Dan! Your really talented 😊
@CryoNoir
@CryoNoir 5 ай бұрын
Thanks Ben. Greatly appreciated!!
@paahdin
@paahdin 5 ай бұрын
Looking forward to gameplay!
@CryoNoir
@CryoNoir 5 ай бұрын
Cheers @paahdin Shouldn’t be too far off now. Once I’ve got her rigged and in Unreal, I’ll be able to make some good headway pretty quickly
@andersoneevan444
@andersoneevan444 5 ай бұрын
ngl, the first devlog was a lot better
@CryoNoir
@CryoNoir 5 ай бұрын
Thanks for your comment. What was it you preferred about the first devlog?
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