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(VIDEO) UE4's Geometry Mode is inadequate when compared with that of Quake 1

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    Isn't modo like the same price?

    Also, sure, the proof is in the pudding, but the pudding's not done yet, and complaining about the pudding preparation time isn't going to produce a better pudding or even an earlier pudding. These chefs have a track record of producing quality pudding. If you're not happy with the pudding preparation pace, prepare your own darn pudding.


    Anyone else hungry or
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      https://forums.unrealengine.com/show...l=1#post640164

      New geometry still comes.
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        Isn't modo like the same price?
        The indie version is quite cheap and sufficient for UE4 (also comes bundled with Mari)...

        http://store.steampowered.com/sub/91036/

        What is also a plus for Modo: It has Unreal specific features buit in, like ue material exporters, etc...

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          Yes but modo is still an external program you have to pay for, it would be nice to be able to do everything in house

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            Everything in-house (characters / vehicles / weapons) is a big ask, but basic level design / mesh edits aren't.
            Plus it'd help to have unreal engine game-lighting and materials throughout the entire level design process...

            Some always think 3D apps are best even for level design. Fine for small levels or entire maps made in Maya etc.
            But practical game scenes are a mix of marketplace / freebee / custom made assets, and then it doesn't add up.

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              Look like even Unity have now Open Source CSG tools for free http://sabrecsg.com/2016/10/14/sabre...s-open-source/ https://80.lv/articles/sabrecsg-a-se...ols-for-unity/ and Cryengine have it too, so lets see when Epic fix this... post from 2014, we are in 2017 just saying.
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                https://80.lv/articles/sabrecsg-a-se...ols-for-unity/

                It's now under MIT license, so it could be integrated into UE4.

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                  Re: Modo indie license discussion from the previous page, this is the commercial limitation from http://store.steampowered.com//eula/401090_eula_0:

                  (d) “MODO indie” and “MARI indie”

                  Variants of MODO and MARI with limited functionality as described in the Documentation are available to purchase on discount terms through Valve Corporation’s Steam store. If Licensee has purchased such a variant, Licensee warrants and represents to The Foundry as a condition of the Agreement that: (i) Licensee is a natural person; or (ii) Licensee is an entity in the direct ownership of a single natural person; (iii) Licensee shall only access and/or use one copy of either variant; and (iv) only Licensee shall use the Software.
                  Modo 10 and UE4 both support whole scene transfer, meaning that you can in theory build your own level totally inside modo and use UE4's scene import tool (found under Main Menu->File). This tool supports instanced meshes so you'll not get duplicate static meshes on your content folder from meshes that are marked instanced in original Modo scene, instances are placed directly in scene, just like you'd place them manually yourself. That being said, Modo 10 indie's export limitation of 100k (if don't convert to tris in modo, this could be ~200k triangle) polygons will limit will apply as a scene on the whole. So if you have two different 80k poly meshes in the scene, you can't export it out with Modo indie as a scene. You can however export those two individual meshes one by one as they fall under the limit but it still doesn't change the fact that you can't do a very complex scene with that 100k poly budget..
                  https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                    For the actual discussion, I feel pretty strongly for this kinds of tools. IMO basic modeling tools should exist inside the editor or there should be some way to make a nice interface so that we could use 3rd party tools for this. Atm the barrier for any third party to extend current editor is pretty big and probably the reason why we've seen so few attempts for this kind of thing so far.

                    What baffles me that there are always people around who will say "but my x tool does this all and 10x faster" when someone mentions these kinds of tools would be needed. While I agree that dedicated tools can do mesh editing itself better (I really don't expect any built-in game engine to beat the industry pro's on their own field), it doesn't mean that you'd still get same rapid prototyping time that you could get when you didn't have to jump between the tools. I for one, would love some basic modeling toolset inside ue4 and also would love even some really bare bones sculpting tools (!) there. Just have tools that make it fast to iterate over the level geometry and change small things on the fly. With VR editor this could be even many times more interactive process, as you could pretty much block out the world while being in the game world
                    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                      I always has that maybe crazy idea: there should be a node base csg tool which like blueprint but instead of building game logic, you connecting and re-arranging csg operators. (Like a mini specific purpose only houdini)
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                        So if you have two different 80k poly meshes in the scene, you can't export it out with Modo indie as a scene.
                        I would not import them as one mesh in the first place. They might not be both visible at the same time, so you can save some performance by having it as two meshes.
                        When you use the export layers function, you can export them all with one click as separate files.

                        I always has that maybe crazy idea: there should be a node base csg tool which like blueprint but instead of building game logic, you connecting and re-arranging csg operators.
                        That is exactly what MODO mesh fusion is

                        https://www.youtube.com/watch?v=kjzfhbW2hNY

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                          Not on the scale of my other videos, but I threw together a first impression vid of Hammer 2, because I was testing Probuilder for UE4 and thought they could use it. It's pretty great

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                          Impromptu Procedural Ladders|Impromptu Procedural Handrails|Impromptu Procedural Stairs
                          |Impromptu Fire Propagation|InFlux Example Game|Impromptu Vector Field Painter

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                            JoeWintergreen: just amazing, i hope EPIC makes integrated into UE4 solution similar to this(Geo 2.0). I prefer native solution over external closed ones.
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                              Anyone in this thread watching the GDC presentation? They've announced a proper mesh editor feature which includes support for Pixar's OpenSubDiv. I don't know how advanced it is, but it sure looks to be a good replacement for BSP
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                                THANKS EPIC GAMES FINALLY ADDED


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