Wow, that would explain the extremely bloated file sizes for such small/medium sized content. That sounds very inefficient, surprised to see something like that from Epic. o.0
Had a quick play transferring Paragon characters between UE and blender, adding animation and retargeting back in UE, seems to be working smoothly for some models, also edited meshes no issues,
Can we do what we like with these assets? Can I pop the heads off and put them on my characters?
Ok there few issues with assets:
Skeletal Meshes cannot be migrated to other engine versions (like my custom from Master Branch).
I have to export mesh, and reimport it. Not big issue for me, but seems like exporting some of meshes doesn’t work properly.
Textures seems like they can’t be exported for editing (but at least can be migrated).
Can we get some clarification on it ?
They can be exported with a bit of playing around,
Create a duplicate character in a new folder for testing.
In the mesh panel at the top bake out the textures to a 4096x4096 size,
this will create your defuse textures,
then create new materials based off the normal original textures with the normal plugged into defuse slot,
remove all the other materials and replace the new normal materials in the body legs and head slots,
do a second bake as above, now you have defuse and normal textures,
I assume this is all ok so long as they end up back in UE as part of a cooked project, and not distributed independently.
If someone official could clarify it would be greatly appreciated.
Yes it would be great to have some clarification why for example textures do not have “export” action in the “Asset Actions” menu.
well I wish it was easier with the Textures but I also wish the Characters had a way to do Walk Animations (some do not all).
Simply amazing, you guys never disappoint. I have a question though, how far could we theoretically take these Assets? Not that i plan on doing so, but let’s say someone had a thick face and decided to basically reproduce the entire game 1:1 and calls the game “Paragon League”, this would no doubt get yourself sued in any other case but how does it look in this case? An EULA or something would be very useful to know our limits, because i’d rather not get sued or anything in case i do something i wasn’t supposed to do. Better safe than sorry.
I’ve only really played around with the dekker character, but you can retarget the animations from the unreal mannequin to the dekker using the same workflow as in my video above,
using humaniod rig retargeting method,
with the free animation starter pack and free miximo retargeted animations… you got 2,000 + animations to play with, without even altering and creating your own.
The only thing to fix is the weapon, it’s part of the main mesh and not separate,
John Galt has an entertaining video on the page 7 for Maya users, the principles the same for any program.
One thing I forgot to mention regarding baking textures, you might have to think about avoiding shadows, but for basic normal map it seem ok,
they use all sorts of packed texutres with different channnels for ID maps and effects, so yeah access to the original texture would be ideal,
baking them out is a rough hack, but good enough for fabric folds etc.
update on exporting textures, with some characters baking textures crashes UE, but found a simpler work around
Just grab the materials and assign each one to a static mesh, cube or anything, then under mesh setting “bake out materials” using whatever resolution you need, 2048, 4096 etc.
Then from the drop down list under bake options select normal diffuse etc as required. Just need to do this for each material, body, legs,
eyes hair, etc will have opacity or opacity masks,
This should place them in the same folder as your selected static mesh (the UV mapping for the texture stays correct for the character model) these new textures are exportable.
Tested in SP seems to work.
Can we export them to other programs like Blender, Maya for improving them and then use them in Unreal Engine to develop educational or commercial software. I`m not asking how to do this, but whether Epic Games allows us to do this without getting in trouble. Maybe let us see exactly what the license says in legal terms.
I mean with Nvidia’s GPP being quite recent, everyone is wary of licenses and what they mean, just to avoid unpleasant interactions with powerful people.
Sorry for ppl who worked on PARAGON , happy cuz all that work is shared and will help many with knowledge and mistakes .
As for as I know, the assets aren’t allowed to be used for other non-unreal based things. Though I guess you’d have to read the fine print on it all.
I’d like to see the game code and UIs… please make it happen!
Are you making the animation rigs - Maya or 3ds Max - available for animators? It would be great if we could make custom animations to bring into the engine.
is it me or some of the characters have the blueprint already set to put and play (like shinbi), while others you have to set em up? (like twinblast) are all the characters setup differently?
Can I use paragon assets for my ‘commercial game project’?
Of course I will use unreal4~!
Great, more spam. @ can you remove it?
I found out about this earlier this morning…what an AWESOME AND GENEROUS turn of events! As someone who started getting into Paragon late last December and was dismayed by the announcement of its discontinuation in January, I’m ***VERY HAPPY *** to see that the game’s characters and universe won’t die with it next month. (I wish I knew how to use Unreal Engine 4, though, LOL. :o)
Out of curiosity, though, will you be releasing other assets from the game along with what you’ve already announced (e.g. characters), such as the cards (which could be used to make a Trading Card Game or as skill tree art for an RPG, to give a couple examples)?
Anyway, as someone who’s enjoyed your games since the DOS era, keep up the EPIC (pun intended) work!
Que genial GRACIAS, andaba aprendiendo a utilizar todo el Unreal y otros programas de creación 3d solamente para tener vivos a los personajes junto conmigo y ahora con esto se me hará mas fácil crear algo para mantenerlos conmigo o/y la comunidad. Espero que nosotros la comunidad de Paragon nos animemos a darle vida, que no le pudo dar nuestros compañeros de Epic Games