I decided to open a thread about my progress in unreal engine 5.

A

AnalAndro

NEET
Nov 26, 2022
1,037
Basically I went online and I found some info on ungine. At first I was more interested in how many vertices a character shohuld be. I Downloaded unreal tournament 3 and I extracted the models. I noticed that each one of the characters is around 15k vertices.

An average in games is that most characters are between 10-15k even today. Some games are exceptions such as god of war where some characters are 75k vertices each, or games like league of legends where characters are very low poly but have high resolution textures.

It all depends on the style.

I realized that I cannot do "realistic characters". NOt because I cant in terms of skills, I definitely can. The problem is that each "realistic" character could take me 1 month of work... If I was fast I would be able to make 1 every 2 weeks. It looks like an easy thing to do but when you do "realistic" characters you have to create materials almost all by hand and specifically for the purpose... There are useful tutorials from Nvidia website but the realistic style is somethign I dont even like.

I decided to make a stylized look. THe reason is that It is much easier to produce. I then take more time to practice with modeling, and I care less about textures. Infact I can produce textures fairly easy because I use the same methods and same materials over and over again. This allows me to be abit faster, I consider it a compromise.

Another choice I made was to decide the level of details in advance. I decded that my main characte would have been very high poly. And then all the other characters would have been low poly.

This is a demon pig I maed for my game. I have to retopologize it and make it lower poly, ideally around 10-12k vertices. I like to keep some free thousands of vertices for eventual changes.

Ready


Another choice I had to make was about the amount of materials to use. Each material requires another drawcall. If I have too many materials from the start, I will end up with slower performances.

I took a look online at what others were doing, and I decided to use 4-5 materials for each character.

About texture size resolution: For characters, I decided to use 4k and 2K. I know that other games use 8k and microdetail normals. BUt according to my experimentation, the 2k size covers my needs and I dont want to exceed too much given how many textures I will produce. It is also about size space occupied on disk for me. Infact I am using a laptop, I cannot store so many high detail images.

This is the weapon of the pig demon, that I called "the nukehammer".

Nukehammer


I had to make tons of errors to learn how to make things work in unreal engine, it was my first experience. I started with a list of assumptions. I knew I had to create an armature with deformation bones on a separate layer and export only such bones.

This is my current character. As you can see it is stylized and the foid has large hips, huge tits, she also has a vagina cameltoe, a thing I really care alot about in gaming. When foids dont have bouncin breasts I always think the game is low quality.

Didit


This is how the foid looks like in unreal engine 5, she is short (around 164cm of height), she has large tits. This file is broken because I forgot to add some materials on the armature pieces and I also imported the wrong cloth. This foid infact has a cloth on it, in theory I could even change it in the game since the foid has textures also for the nipples.

Here I tested a new material that works on unreal engine 5.1, which is an outline material, the cool thing about this material is that it can be deactivated and requires another draw call... It can also be offseted.

The material of this femoid is very simple. The girl uses a fresnel ramp for the base material of the skin. The other pieces have a totally normal material standard PBR setup.

I will probably also use an SSS setup to add green subsurface and make the foid look abit more unrealistic. The choice of materials is purely intuitive, I really dont know what is best to do since this is the first time I use unreal engine 5.

Immagine 2022 11 16 213516


This character is 70k vertices. Even if it doesnt look detailed, it is. It has extremely detailed eyelashes and a cameltoe... I really put lots of effort on the details... Its not perfect, but on average you will be able to see a cameltoe pussy and the puffy nipples too. Infact this character could easily be used also for porn, since it has a pussy and I can add an anal opening.
 
A

AnalAndro

NEET
Nov 26, 2022
1,037
Given my needs that cross the borders between porn and "SFW", I had to develop a pipeline.

For those who dont know about it, pipeline is simply a style of work that lets you produce something repeatedly following the same core principles, it gives consistence to the style of your choice and allows to predict how much time yuo will need to do X things and how many resources you will have to take...

I called this pipeline "hentai first".

Let me explain what it means. When I went on normieweb, i encountered a problem. I realized that all my previous work about pornography and ways to deform the body of girls were useless due to internet censorship. I wasnt able to show anything of what I was doing, this placed me in a disadvantage.

I was studying how to do stomach bulge, anal opening, pussy action, methods to do tits bounce and tits collision, hips softness and various other advanced porn techniques. But I also realized it was impossible to use such methods in a game engine...

infact when you create a character in a tool like maya c4d or blender, you will have a total conrol and you will be able to do what you want. Unreal engine is a game engine and has limitations. I had to wrap my head around such limitations. I came up with this style that I call hentai first.

BasicallY I think about a character for hentai purposes, it originally has a penis, an anus opening, and it works for hentai. Then later on I downgrade it, and I optimize it for unreal engine.

This is the result. I completed the creation of the pipeline. I add a spoiler of course.

Immagine 2022 11 19 144205

The example here is a goblin I will use in my game, he is just a low level enemy that dies when you cut his head. The point is that in the hentai original model it was 60k vertices. THe game version less than 4k.

You dont even notice the loss of detail since the goblin is tiny. Forget about his cloth, right now it is just a simple plane that needs some textures.
 
anon1822fourthacc

anon1822fourthacc

I want to be the richest man in Laos! I love Laos!
Nov 25, 2022
9,383
Why don't you get a remote job in this field? You can get experience in all of this and get paid at the same time.
 
A

AnalAndro

NEET
Nov 26, 2022
1,037
Why don't you get a remote job in this field? You can get experience in all of this and get paid at the same time.
If I get a job I dont have time to improve. And by the way, most people that offer jobs tend to have specific requests.

Example: Use this addon to perform this repetitive task X, we will pay you with a % of what we will make... You take a look at their project, it has 0 chances of success, their twitter page has only 8 followers. Failure.

Another example: Somebody comes in and expects you to give him 80 characters already rigged, for a paltry sum of money, they have no clue of the work involved in this type of activity.

Third example: somebody comes and tries to buy your things for 100 or 200 euros each... then he has a patreon and he milks 1500 euros each months from his followers... This happened to me inside incel scene, a guy with a patreon came in and tried to recruit me... He told me that he was able to make me earn 1000 euros each month... BUt I answered him that patreon is free, I can open it myself if I want to... so what was his usefulness if he was basically only spamming stuff made by others?

Basically half the job offers are from people that have no clue whatsoever. maybe if I did more actve scouting I would be able to find better offers, but I did a total of zero scouting for this purpose. I mostly went around asking companies if they are interested in games, received positive responses. There are many things to do, but you have to be very professional...

Most of the people out there are scammers or guys that dont know what they are doing. This is my experience... I consider this project with ungine 5 a "long term" project. As you can see by yourself I am also doing other things. The more I learn the more I add to this project.
 
A

AnalAndro

NEET
Nov 26, 2022
1,037
I created another character for my game, this one helped me immenselyto learn new things about hair generation. To create hair for game engines is not an easy task, you will understand why when you will try... it not only abou using particles, evne if unreal engine 5 allows them. The probelm is that many times yuo will want anothe look, smething more stylized for example...

In my case I used this character to learn a new technique, this one is so fast that it allows me to do hair in around 15 minutes. It is all about speed and producing more objects in less time. this gives you more time to focus on other relevant activities such as game design and learning game engine and coding.

Naggo


I also accidentally discovered a trick... basically if I place a curved glass on the camera, I can then bend the normals creating aberrations and effects. I consider it a very useful asset that will be good to use in the future... I consulted some pople online to see if this idea was good or not, they mostly told me its stupid and its best to add another pass or composite... Anyway, I like the idea so I will keep it for future usage.

Nocomp
 
Last edited:
A

AnalAndro

NEET
Nov 26, 2022
1,037
My plan for the level design and environment.

This is my idea. I want to start simple, no open world. I want to give the sensation of an open world without creating one. So I picked the crater. The idea is that I need a closed space, the crater suits the purpose...

There is a goblin cave that needs to be explored. The goblin population cohexists with fungi. The fungus enemies have an AI, a brain that controls them. This is more or less the environment.

CaveAreaMap


My idea was to use an enormous crater, and on it to add other lesser shapes and compose the environment using planes similar to this one. Its abit time consuming, but once you block the shapes you can then refine them. It is important (as far as I understand) to care more about the overall level and the shapes instead of starting immediately wth the details...

Infact I think its best to simply do some tests with cubes and simple things... then later on you add the big details and all the trees and the illumination well made.

Immagine 2022 09 07 042858
 
Atila

Atila

xiǎo bái liǎn / King Vamp
Dec 2, 2020
18,929
Show her with no clothes
 
A

AnalAndro

NEET
Nov 26, 2022
1,037
Show her with no clothes
Theres not much. If I added panties as a separated object I would have wasted vertices... I was forced to paint some cloth on the skin.

Proportions are intentional. I want the foid to be this thicc

Immagine 2022 12 07 042722
 
AI-cel

AI-cel

Hikkikomori
Dec 8, 2022
4,187
mirin your 3d skills , the girl model reminds me of overwatch
 
AI-cel

AI-cel

Hikkikomori
Dec 8, 2022
4,187
also maybe add shape keys for facial animations and shit
 
thirdworldcel

thirdworldcel

NEET
Feb 22, 2023
854
Theres not much. If I added panties as a separated object I would have wasted vertices... I was forced to paint some cloth on the skin.

Proportions are intentional. I want the foid to be this thicc

View attachment 57738
I want to see her get gangbanged by filthy uncivilized uneducated ogres and replace the human race with violent orgres through forced insemination of human females like her
 
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