Hey folks, our first Asset has been up in the Marketplace for almost a month, and I wanted to get a feel for how people are liking it, where we can improve for upcoming releases, and entertain requests for future assets. We just submitted the second Zombie pack for voting, this one a mangled “Crawler,” which you can preview here: http://youtu.be/XSy_3CJyyR8
I almost forgot, we are T-Pose, and our cutting edge motion-capture studio is run by a 10-year mocap veteran with credits on some of the biggest AAA titles in history. The goal: to create badass creatures and characters, animate them with dozens to hundreds of clips, then get them out to you guys!
The first release (Zombie 1) includes 9 facial blendshapes to expose parts of the skull and jaw; 3 LODs; animations at 60 fps; a few sub-meshes like a skull and pants; an 8-direction movement blendspace; and perhaps overly large texture and normal maps.
I’m personally curious which of these features are desirable, and which we could potentially cut for next time. Does 60fps animation help for VR applications, or is it too heavy? Do the blendshapes add variety or do they hurt performance? Does anyone need 4k maps for a single character, or would y’all be happy with 2k? The 8-way movement is kind of our signature, but if nobody is using the full blendspace it may just be overkill. If there are any other technical, performance or appearance issues, we’d love the feedback so we can keep improving future releases.
Finally…what do you want to see in the future? Our little studio has a lot more in store than just Zombies(though they are fun), but we often discuss smaller add-on packs for things like clothing or maybe blocks of 5-10 animations. Our philosophy so far has been to make fully game-ready characters + animations, but since we are using the Unreal skeleton, we could focus more on the animation side and let you swap in other meshes. All feedback is welcome!
Thanks,
Ryan