This is great, amazing characters… thank you very much !
Maya control rigs for these characters were shown at GDC during the live link event… Do you plan on releasing them aswell ? Would be great to do some keyframe animation.
Tried to use the ART Tool, unfortunately it doens’t work with an existing skeleton, even though the naming convention is correct, it only build control rig from the ground up.
are you allowed to render artwork or other 2D formats in other software than Unreal using them too? (just 2D videos and images not redistributing mesh) such as Blender Cycles, Poser, iClone, Carrara, Octane etc?
I will admit I have not read all the comments here, but I did go through the first few pages.
My question is, Will the Game still be available to play in single-player? And can we have a dedicated server executable so that we can establish public servers?
I just want to play the game, I know we can do a lot with the game if we can use the server software for Paragon.
Sorry, from what I’ve been following from press releases, Paragon is going to be completely and utterly shut down in a couple weeks, which has been in the pipeline for a month or two now. There are some devs outside of EPIC who are choosing to make a spiritual successor or replacement for the game, but Epic has decided to shut Paragon down with no intention of keeping the game as it stands available to play in any way. That’s kinda why we are getting the assets: the game will cease to be available, and so they decided to not let the assets go to waste.
The game was in development over a long period, employees need a paycheck to live. They most likely just count the man hours spent on the game times the average hourly salary of their employees.
Sadly nobody answered my other post but I since managed a compromise, I can actually easily get all my other 3D content into Unreal animated so can render my videos there instead.
I managed to package up temporary games I can capture with shadowplay even replacing the third person starter content player with my own walking animated mesh, no I am not interested in making games as such, just to use it as a render engine.
That’s what I do, render silly Youtube videos.
I can of course also use the physics and other features that way too.
I still will see if I can at least add other animations to the Paragon meshes retargeted in iClone back to UE4 as well and edit the meshes at least even if I cannot the textures.
It’d be nice if we could get some staff to answer a few of these questions. I get that it’s nice and all for PR reasons to do this, but at the moment with the extreme limitations it’s not very useful to UE4 developers. It feels like a gimmick given we can’t actually re purpose these to our projects in any real meaningful way. i.e. If I’m making hair for a character in a UE4 game I’m working on, and would like to use the hair textures provided through some of the characters that have been released I would need the png of the diffuse so I can properly UV it in Maya. That’s impossible to do with a restriction on exporting.
I noticed that some of the skins (the Mastery, Challenger and Rival skins, for example) along with the color variations are missing. Will these eventually be available? If not, why?
Yeah, another thing to factor into it is licensing fees and the cost of goods produced such as the face scan data. Those can be rather expensive. But your overall sentiments unfortunately seem to be the vibe I’m getting from this. There has been no communication from them since making this announcement, specifically addressing the concerns that these asset’s can’t really be used in any meaningful way given the unnecessary restrictions that have been placed on it. The gaming publications that run the story don’t delve into those details unfortunately, they see the headlines and run with it while the actual devs are left scratching their heads because they can’t re-purpose the assets in any way for other UE4 projects. It’s a glorified model/vfx viewer to be quite honest.
Asset exportation has been disabled for a great many asset types with regards to these assets, most notably textures and meshes. I’m not aware of which guide you’re referring to, it would be helpful to all of us who are currently bound by the limitation if a link were provided. That being said, even if there is a potential workaround, why should developers have to jump through all of these hoops just to export content so we can use it in a meaningful way? And what I mean by that isn’t modifying a few vertexes on a mesh, or swapping some textures out in a material instance through UE4, but for serious developers who can repurpose the assets through the standard tools used to develop games such as photoshop or your preferential modeling package. I gave the example with hair texturing above. And just so there is no misunderstanding, with the sole intent of using the subsequently created asset in UE4 exclusively, not in another engine.