UPBGE marketing

how about low poly with cell shading and no diffuse maps?
(only face colors using materials or vertex colors?)

this way it won’t be hard to be ‘in sync’ as far as art system goes?

whatever the project is we need a leader.

I don’t really like sdfgeoff - but I will put that aside for the sake of blender*
I don’t care who leads as long as it’s someone, I will have a few hours a day starting tommarow (Christmas break is over)

yes teamleader is a need it, otherwise it will be chaos:)
“BluePrintRandom: how about low poly with cell shading and no diffuse maps?
(only face colors using materials or vertex colors?)”
…the question is whether it will draw more people to UPBGE(BGE), I think that NO… needs something like AAA style.
But the question is…is able a community to create of something like that?:wink:

currently it’s possible

we have sss in upbge which helps a lot for skin,

twisterGE amd youle are studying how to make a grid of probes for reflections

with a high quality protagonist and static draw call batched terrain and buildings you should be able to push quite a few polygons at 60fps.

animations become a bottleneck next*

ik is more expensive than fk but much more flexible

and skinning is the most expensive part of blender game I think at the moment*

This probes etc. are needed for the AAA style, as there’s someone said , that even if you create AAA model so that it must also be able this engine do his job great… that’s how the painting, as when you paint a master artwork but look on him in the half- light gallery = the programmer(scripter) are something like God’s light for the game artists:)
Thanks for their hard work on a better engine.

…I like an artist (I studied sculpture school not live from that, live from art only is quite a hard thing:) in this world… i sell a few my drawings only)…so I like to think that I am on the swing…once able to create something great and then there are days when you feel that nothing can’t create great…but I was born as an artist and die as an artist…I do not want anything else and I will not be able to

I think that should be @haidme the leader

I think there are two things you mention that are actually game changers. The Ready to use assets and easy setupable?? game templates. Maybe, for the Space thingy we should open a thread in the team forum. The thing of making tech demos is that Showcases the GE (Both BGE and UPBGE) and also start making cohesive assets. I think thats the way to go for now, squish the GE until it breaks, to know its limits, and from there start working on some real time cinematics and small games that can showcase and at the same time create a friendly ready to use assets for both engines.

Haidme is a very good option. As for others, the thing is finding someone with the know how and work flow of game development, in that image, im just a worker, i dont know nothing about efficient or even truly used work flow in game development. We need someone who works in the industry and have same experience, and he actually do not need to dedicate lots of time just a guidance and deadlines and order of doing things, so the tech and games showcase will go smooth and end up well.

this is my actor
he is from blendswap brave

still a whip but getting there,

I decimated him down, stripped a bunch of maps and assets and then used retopo band extrude/edge split to grow the torso armor

it’s been too chaotic around here for me to code or art during christmas vacation*

I think there are two things you mention that are actually game changers. The Ready to use assets and easy setupable??

here is weapon/tool proxy

let me know if you want actor proxy* or the files*

I can even have the weapon run on bricks but its not near as flexible

If we are aiming for high quality Demo, I think visuals should be something like this:


That is why we need pro modelers or we can just use ready high qty assets like this one, then we will need only pro animators for movements facial expressions…etc.

Well, started working on something, didnt have time since (dont remember who) gave the idea of making a space theme demo, i offered to help, and ask me for an astronaut. The last few days i didnt have much time to sit on and spend some time, but today i gave it a half an hour of modelling for a base helmet prototype for the Astronaut.

Hopefully it would be usefull somehow, if not, when finished ill post the blend file and maybe someone will find some use for it.

There are no UV, only some material setup in a hurry to give the helmet model some life. Hope you like it, im gonna finish it anyways, but it would be great if it serves some purpose for some tech demo or mini game or real time cinematic.

Finished Base Body, made some Gloves but they finish looking like crap, have to work con those gloves bases mesh. Boots still missing, hopefully tomorrow ill have the time to arrange the gloves and make the boots. Then, ill start working on the high poly mesh on sculpting for getting a good normal map. And for last finish the detail, some extra armor above the suit, the O2 back pack with the connector to the helmet, security belts and outside pockets and belt. Then to texturing! :D. I think at the end of this week ill have the finished model.

@Smoliterno

Looks good enough at the moment. As an asset for my addon seems very appropiate, for markething though, it’s not quite there yet. Good work.

its the base mesh for now, dont have much time these days :(. But its a WIP, its just a couple of hours in, and some basics materials (no uv maps) assigned to faces por the sake of giving some “life” to the model while im working on it. Once i have the high poly model made, and textures made, and all baked and nice put together it would be up for the task of a demo and more! ;), i wish making a great character for a marketing demo took just a couple of hours, but thats not really true :(. Just posting advances for the sake of having something to look for and the sense of advancing with the demo.

Smoliterno

high quality game assets usually start off with just enough vertex so you can’t see little flat spots in the curves

about 7,500 faces to 10,000,faces

the high poly is hand made, then dupicated, then decimated by hand to low poly
then the high poly actor is baked over to the low using texture baking

Im going the other way, making a base mesh (its about 3k faces at the moment), and then do multi res with it, and bake it to the low poly starter mesh. Then seam it, unwrappit, and bake UV´s and AO, along with de diffuse made in ps. It actually works for me, may be im not going to get drake from the last of us, but since nobody else except you BPR are making something to showcase for… at least this is something.

If then you dont find it suitable for a demo, lets store it as a free asset for the GE. Its a win win for all jajaja.

Cheers.

1.edge slide
2.vertex slide
3 J (join vertex)=split faces/edges
4. J (join faces)=dissolve faces

with these you can slide loops out of the high poly and even retopo by hand :smiley:
go for quads and triangles only where it’s needed etc.

once it’s done, just unwrap however you wish

Everything seems pretty unorganized right now; people contributing random stuff with no direction.

If you guys are actually serious about creating a demo, you need an organized manager. Otherwise, this is simply not possible.

Managing kills creativity/motivation though, I think everyone should attempt something in UPBGE and then you can build on the coolest project from those.
Otherwise I’m sure creators wouldn’t mind having a BGMC game remastered, if people are lacking ideas.

This is the same extreme position as thinking creativity/motivation will automatically result in the goal you want to achieve.

You need a balance between the different aspects. Managing means you (or someone else) reviews the the options you have and decide what to do next.

You indeed do not need much managing if there is just one way (or you do not see other options). Even when you are working alone you will find several “next steps”. So you need to manage yourself and decide which way to go. Typically you do not see all the steps right from the beginning. Some guidance can be very helpful, especially when several person are performing different steps. I mean finally the steps should fit together to form a path.

I am working on a capsule, so far…then I will create character of what’s inside:)



and sculpted character head -wip

@Smoliterno great work!!