I use UE4 regularity because of BluePrint epic and sample assets. I got tired of coding everything by hand.
UE is getting there in terms of documentation, but it’s user tutorials that get me through.
The best thing about UE4 is that you can make AAA game quality with **relatively **little effort.
Performance-wise, what kind of art styles do you think would be best? I’m trying to decide between low poly models with hand-painted textures, voxel models, or something kind of like the original doom where it looks like pixels in 3D space.
Performance-wise, what kind of art styles do you think would be best? I’m trying to decide between low poly models with hand-painted textures, voxel models, or something kind of like the original doom where it looks like pixels in 3D space.
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Probably Low poly stuff. Minimal textures. Old school looking. Voxel would also be great. Maybe sprites like doom will speed it up to?
Smart use of animated imposters that always look at the camera basically allows to use high poly assets in 3d world for cheap.
Look at this gorgeous creatures from Might and magic 8!
However doing game in lowpoly style allows to create and iterate art much more faster and performance will be still good so I think it’s the best way to go.
Alsooo… you could use custom shading model without real shadows and go with that style
[QUOTE=zeOrb;297691]
Smart use of animated imposters that always look at the camera basically allows to use high poly assets in 3d world for cheap.
Look at this gorgeous creatures from Might and magic 8!
However doing game in lowpoly style allows to create and iterate art much more faster and performance will be still good so I think it’s the best way to go.
Alsooo… you could use custom shading model without real shadows and go with that style
[QUOTE=zeOrb;297691]
Smart use of animated imposters that always look at the camera basically allows to use high poly assets in 3d world for cheap.
Look at this gorgeous creatures from Might and magic 8!
However doing game in lowpoly style allows to create and iterate art much more faster and performance will be still good so I think it’s the best way to go.
Alsooo… you could use custom shading model without real shadows and go with that style
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How do you personally think cel shading (or something similar) would work? Because of the story, I was thinking that I could have the models be low poly and hand-painted, along with cel shading to provide some kind of book-like graphics. Think Okami with more advanced textures.
[QUOTE=Heylel;297904]
How do you personally think cel shading (or something similar) would work? Because of the story, I was thinking that I could have the models be low poly and hand-painted, along with cel shading to provide some kind of book-like graphics. Think Okami with more advanced textures.
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They would work well. Just like the low-poly stuff.
P.S. Was Okami any good? I really never played that!
I’m not sure, I’ve never played it either. It’s on systems I don’t own, or at least don’t work (my PS3 is broken). I’ve heard it praised a ton for its art style… not sure about the gameplay or story, though.