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JoJo's Bizar....webm
🧵 Plan modeling for type of game
Anonymous at Thu, 2 Sep 2021 16:23:36 UTC No. 848217
I'm making procedural and modular assets with Blender + Houdini. I'm planning on making a game with a small city but a lot of content in it.
Making the terrain/buildings/houses is not a problem thanks to Houdini but I have no idea how to plan the polycount of each models and how much polygon should be present in the scene for a maximum performance gain.
I'm making it open world (semi open world to be precise) so I should aim to be as greedy as possible when modeling each asset even tough I'm going to make some LOD models, a lot of ressources is going to go into animation and crowd management (due to gameplay reasons) The artsyle I'm going for looks like pic related.
Any tips/guides/advices on this matter please? Without derailing the thread ant without any useless post. Please /3/
Anonymous at Thu, 2 Sep 2021 16:42:37 UTC No. 848219
>>848217
Talking are cheap, come back when you are knee deep into actually making the game.
There are enough of these " i plan to make " threads already.
Anonymous at Fri, 3 Sep 2021 02:03:48 UTC No. 848262
>>848219
I’m busy making the characters right now and when I finish the first iteration I’ll go for world assets
Anonymous at Fri, 3 Sep 2021 03:04:11 UTC No. 848268
>>848217
One thing I'll suggest is to bake texture details from each individual part of your modular asset to another copy that you optimized its polygon count on.
Anonymous at Fri, 3 Sep 2021 04:37:34 UTC No. 848283
>>848217
>Narancia is shorter than a traffic cone
Dude's smaller than an 4 year old.
Anonymous at Sat, 11 Sep 2021 01:31:48 UTC No. 849903
>>848217
>modular
>procedural
>meme words
ngmi
if you want to make a game focus on gameplay first
Anonymous at Sat, 11 Sep 2021 11:23:16 UTC No. 850005
>>849903
I'm currently learning this the hard way writing my engine from the ground up. I want to move into defining the gameplay loop but every step along the way new technical issues creep up that need to be addressed first.
395x485
very smug kitty.jpg
Anonymous at Sat, 11 Sep 2021 11:31:02 UTC No. 850007
>>850005
and to think if you'd just used unreal engine you could have been defining your gameplay loop from day one
Anonymous at Sat, 11 Sep 2021 11:47:07 UTC No. 850011
>>850007
I just want to do it myself. Pretty amazing considering I haven't written a single line of code before 2019.
Anonymous at Sat, 11 Sep 2021 12:06:45 UTC No. 850016
>>850011
You talking about modular workflows, open world concept and already working on characters, while you're still struggling to program a 3D engine?
What is it with gamedev that attracts such people? Why do they think they can do it all? I even had doubts about it when I was a child experimenting with Game Maker.
At least start with a premade engine and code a prototype with blockout meshes before diving into art creation. Gamedev 101, man. Unless your end goal is barely functional piece of shit little project, you won't be able to finish it. You have no idea what awaits you, you don't even see the mountain yet.
Just a friendly tip. I realize that I started writing the same type of demotivational posts that I disliked reading in the past, but I don't know what else to say, when those really are just facts. I went through this before.
Anonymous at Sat, 11 Sep 2021 12:28:45 UTC No. 850021
>>850016
I just wanted to branch out a bit from 20 years of doing CAD. I evaluated Unity and UE, but there is a lot of bloat and they don't work that well on slower and older hardware.
My renderer so far is very scaleable and runs on everything from W10 down to XP, without compromising quality or performance on newer systems.
It's coming along nicely, but it's a slow process.
I also can't stress enough how the GPU Gems series of books helped me so far.
Anonymous at Sat, 11 Sep 2021 15:18:16 UTC No. 850048
>>849903
>>850005
> stealing other people’s thread
I already coded the base gameplay meaning I already have a health and damage system and most of the basic movements and attacks. I’m deep in the art part of the project. I could start writing the AI but you know…
Anonymous at Sat, 11 Sep 2021 15:29:17 UTC No. 850054
>>850016
Not me man. It’s true that I took way too much under my hood for this project, I’m modeling, animating and coding but I feel confident enough in my skills to not worry about it. The scope is reasonable and I’m not in a hurry to finish the game so it’s all good. I’m modeling most of my stuff in Houdini so I have some roads, trees, and house HDAs that can give a lot of different assets. The only stuff I don’t know jack shit of is texturing my models but I used to draw when I was younger so I’m not scared either.
Took a year of my full time to learn all this but my main problem (like the way I learned coding) is since I’m self taught, I missed a lot of basic principles and theory regarding 3D modeling. And making your own library is one of them, I’m trying to save as much time and resources as possible wich is why I chose the Blender/Houdini workflow.
But getting some serious help here is near to impossible
Anonymous at Sat, 11 Sep 2021 15:45:44 UTC No. 850062
>>848217
Neck yourself.
Anonymous at Sat, 11 Sep 2021 16:03:14 UTC No. 850071
>>850054
I really need to get more into Houdini for architecture, I'm doing a lot of that and it would be nice if I could speed up the process somehow. After a while it gets boring to work on walls, windows and doors, and then mapping them to the trim.
It would certainly help to have an access to Megascans for assets and textures - NOT as finished products since they are in a different style anyway, but as a resource you can use and tweak however you want. Things like getting a good texture base for something, or some placeholder prop. But for that you would need to use Unreal Engine...
But speaking about your question, I'm not very knowledgeable about the optimization aspect t b h. You should always work smart and not waste geo on things that don't matter, but at the end of the day it depends on the project, some require heavy optimizations and some are YOLO mode. I don't think there's a simple answer to a polycount for a scene, it depends a lot on other aspects of the game, as well as what devices are you targeting. Sorry, can't help much with that, you should probably test things in a tiny scene and multiply results for a bigger scene.
Anonymous at Sat, 11 Sep 2021 22:04:58 UTC No. 850147
>>850005
If you're a customfag, open sourcefag, codefag just use raylib and focus on the gameplay
if you goal is making a game, making your own game engine is a waste od time, be productive and efficent, not a nerd
Anonymous at Sat, 11 Sep 2021 22:09:23 UTC No. 850148
>>850005
If you want to make a big game and you're stuck with technical issues you're not getting anywhere
Modern softeare development is about using and integrating tools for create new produxts, speed is the name of the game, if you want to show that you're a good programmer do it that way, unless your game engine brigs someyhing new that doesnt exist anywhere, you're losing your time on it
Anonymous at Sat, 11 Sep 2021 22:15:03 UTC No. 850149
>>850148
>big game
No.
>>850147
>use raylib
No.
It's my hobby besides my family and dayjob. I don't lose money on it and there is no pressure to earn money with it. It could take another 2 or 4 years, as long as my fingers are busy I'm happy.