I’m new to all of this game engine side if things but loving what I’m learning and I’m beginning to understand its capabilities and “wow” I should have looked into this earlier. I’m a CAD Engineer by trade and love to draw technical drawings in particular in 3d. But when you see how well it ets rendered and the control over the materials is out of this world. Love it!
I’ve seen some awesome stuff on the marketplace and wanted to put an asset pack together as an ongoing project. But before I run ahead, I just wanted ask and see if there’s anything that people would like to see on there, or anything useful you feel perhaps is missing, or even just something that would be fun to put together, like a battleship or some cool cars or whatever really.
Consider creating Asset Packs to customize existing Entities sold on the Marketplace, especially for Characters, Vehicles, Weapons, etc. I call this Asset Modding. Asset Mods solves the Big Problem.
Here’s the Big Problem…
Part 1: I don’t want to use the exact store-bought assets in my game as everyone else. I want some form of uniqueness, So, I have to customize the asset I purchase to achieve this. This is not desired. If I had the talent/time to model customized parts, I would not purchased the asset in the first place, I would just create my own.
Part 2: Content creators don’t supply additional asset packs to customize assets previously purchased. There is a form of abandonment going on. In which content creators throw asset out on the marketplace and walk away. No additional skins, no additional attachments, no additional sales. Please don’t do this.
With Asset Mods, I can by Bill’s Super Dude Character, and your Armor Pack for Bill’s Super Dude to customize it. Bill makes a profit, you make a profit, I’m happy because now I can customize Super Dude to look unique.
I see, that’s a very good point and it has changed the direction I was going. Appreciate your input!
So, I have come up with a simple idea, a way of putting together block paving (I thought I’d try something easy to begin with before going too crazy) and I think it is something that could save people time. Particulary when doing architectural stuff.
But I see now after reading this, it should be a pack of fundamental building blocks with a few prefab examples. So you can create your own version easily and use the examples to get an idea of how to arrange such tiles. I’ll post some of my sketches up and see what you reckon
for architecture I would love for all assets to be 200x200x300 and modular. But unfortunately every single creator will have his own idea of modular assets and one will use a 208x208x320 and other will be 120x120x285. No freaking way to make them just templates for an overall blueprint putting things together - like dungeon architect.
Actually any asset pack that is workable with dungeon architect have twice the chance to sell to me.
just fuse character with exported morphs. wtf? and a terrible one to add!
There is no “a human creation kit” that would require people to just make more hair, make more skin materials, etc - but would work on a single skeleton. The pipeline to get a Daz3D or Mixamo (after december 2016) or iClone character into unreal is a pain in the *** for non-artist who needs a manual for maya just to change the base unit scale (true story :P)
For plugins and more advanced stuff most things that should be done is done. And works perfectly. The community doesnt need 100th “interactive chest” pack. If someone doesnt know how to animate opening of a chest - should not be a developer in a first place, or should search for some tutorials.
So ye…
no way to make a variaty of architecture as packs dont fit each other
no way to create an npc crowd by randomizing some basic character, even if they all look similar.
Personally I would love someone to do for characters what Dungeon Architect does for architecture. That would sell 100x over and would be a top3 must have for UE4.
Okay that’s good though it’s giving me an idea, dungeons you say!!!. I suppose the difficulty is that artists like to put their stamp on their designs and so they clash when put together. I did think about that, so I decided to go with a photo real look to begin with. I suppose it makes it more versatile in some respects.
It is possible to change the material properties on these assets from the store? Surely it’s the geometry (if it’s a model) that’s the most important and the look a feel can be played with?
By the way thanks all of you for your input. It most certainly helps! Here’s my first set of sketches. I’m going to create several different texture maps and patterns and so you can mix and match and put them together however you choose.
Hiya,
I don’t know if you have already had enough good ideas but i think the marketplace lack in characters a lot at the minute, mostly it lacks in animals like, dogs, cats, cattle, safari animals etc. also it lacks in smaller creatures for RPG’s like common encounter enemies you see in titles like final fantasy for example, they mostly focus on Boss creatures. another idea might be to create something like UMA from Unity to help people make many different NPC’s quickly to fill a town in an rpg or adventure game as you could make 20 odd NPC’s at a time, with something like that you could sell further clothes packs to add to it like UMA does only if you go down that route it would pay to make something much easier to work with as UMA was very complicated when it came to adding new assets.
something like unity UMA would be perfect :o I didnt know such thing existed.
For dungeon architect modular environment pieces are not only about making them same bound scale, but most important understanding how they fit together. in example you have pillars that go in between wall pieces, though they are not different for corners! so they need to be universal. roof tiles should be made as symetric as possible as they could fit any tile… at left wall or the right wall the same. etc. reading the documentation and watching movies of dungeon architect was not wasted time as it gives alot of though on how to make things eficient at runtime.