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.
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".
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.
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.
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.
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.
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".
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.
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.
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.