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Anyone do gamedev stuff?

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    #16
    Trigger frame here seems like the most difficult part of the bunch to remodel, not done yet but this is pretty much how 'low detail' the actual meshes are, so can literally model every single individual component of the marker for a 'marker editor' and it should run on an 5 year old pc just fine. 88 (edit : 400ish) polygons down from 120,000.

    It's a very ugly mesh don't judge me lol it's hacked together with care, I don't want to spend much time on it while getting the best result possible. Got about 15 minutes of work left to do on this one I think lol. Anyways probably last gamedev post for a while, too time consuming.

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    Annd after that 15 minutes, can you even tell the difference between the 500poly and 120,000 poly? Minus a few holes I forgot to boolean out.

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    Last edited by ReconSWS; 05-04-2021, 03:30 PM.
    Making new mods.

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      #17
      random thought- what about a turn-based game along the lines of X-Com or DOS2? Breakout might be a little tough, but beyond that I think it would be kind of fun.

      ReconSWS - what are you using for your modeling?
      cellophane's feedback

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      • ReconSWS
        ReconSWS commented
        Editing a comment
        Now that's an idea! XCOM.... Paintball Evolved! Take aim with 99% hit chance, miss every single shot, be in full cover, enemy has 1% hit chance, get absolutely demolished. Ah good ole XCOM :P But yeah, XCOM is a realllllly cool idea for a paintball game (or managerial component in one). I love XCOM!

        cellophane - 3dsmax 2009 and sometimes when that is too old to function properly (i.e. failed exports), I'll just used Blender. Having Siress' CAD for the Phantom takes like a 100-150 hour job down to maybe 20 hours which is great, hopefully all markers have a CAD floating about :P . That being said, I'm probably going to have to hand model all the gear and clothing and environmental stuff, and that will all be done in 3dsmax or blender. PBR materials in Substance Painter.

      #18
      some thoughts from the dev wrld if you were to go down this road time-wise:
      • CAD to game-ready via decimation, UV, texturing seems pit-fallish. Using the original model as the hi rez mesh in Substance Painter and baking the texture/uv onto a boxy rough shaped mesh could get you into mobile or VR polycount range.
      • think ahead, prepare your assets for mobile or VR
      • unless you are gonna limit yourself to itch.io distribution, avoid IP conflicts. You don't own CCI Phantom , so exaggerate any design aspect of it and call it a ICC Fantom, QueensMan Spiider, CopperHawk TigreShark, etc.
      • programmer art or kitbash the bones together first, get into unity and have something to throw models into before you design anything. This isn't just the look of models but where are the transforms? What meshes can and should be merged? Can you atlas everything from the jump?
        • there are 7 different paintball gun models on the unity asset store now that are under 5 bucks. Grab some, support other artists and use those to block out the flow of what's happening in unity.
      • Realism is bullshit. Your spatial awareness and emotional attachment to a virtual space has nothing to do with photorealistic textures, in my experience.
      • if you want to be the Truck Simulator of paintball, then relationships with and assets from the actual companies is the norm, not easy for any indie studio. F smartparts, do you leave them out for almost killing the sport? I would.
      • there are UGC "metaversal" Unity based platforms you could build on that supports desktop/vr user for most of your ideas and the functionalities you'd need for the full experience are soon to be released. This would require adhering to the above stated vr-ready workflow and perf considerations. Also this route route doesn't require C# programming in Unity but accommodates it if you're savvy.

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      • ReconSWS
        ReconSWS commented
        Editing a comment
        Lot's of good points! Gone over them and point 1 I am already doing, all meshes are custom made with low-poly considerations, as you say more compatibility vs getting a low refinement STL directly into substance which would still be too wasteful. Will definately look into VR prep, and yeah texture atlas and mesh combos just part of the workflow. I've purchased probably 500 bucks of assets a while ago but all core programming assets i.e. system to save game, system for real-time decal placement, just stuff that would take way to long to make myself.

        I like what the internet gun historian said about Mark Serbu (the guy who designed that 50cal that blew up that was posted in general)... "he's not so much a gun company, but a guy with employees who designs guns he wants to use..". While money is nice, at the end of the day I just want to make a sick ass top quality game. No asset flipping $5.00 models.

      • ReconSWS
        ReconSWS commented
        Editing a comment
        I emailed the EMEK guys for some CADs since they were doing 3d printed stuff before with the community seems like the most likely to contribute. I'll also email Smartparts maybe they got deep pockets to regain consumer confidence with lmao nice tip.

      #19
      ^ I think you may have misunderstood the $5 asset call-out. I lumped them in with programmer art (unity primitives clumped together to represent rough scale and shape) because they are cheap enough to use as placeholders. The point being that the bones of the unity project should be a priority before the asset creation because the specs for the assets will be informed by the decisions you make at the unity dev level.

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      • ReconSWS
        ReconSWS commented
        Editing a comment
        Ah yeah placeholders true! I gambled all my money this week, maybe next week I can afford $5.00 models :P Bears never win it's time I learn this fact lol.
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