I’ve been working more on some custom shaders for my game, and I just added support for splatting a slimey goo texture onto everything, giving the world a more plagued look in areas of the map that are supposed to be more dangerous.
I still need to implement tri-planar mapping and support for a metalic and roughness map, but I am unfortunately using more than 16 textures in my terrain shader and I will need to change my terrain shader to use a texture array, so that might be a task to put off for another day.
In the meantime, I’d like to focus more on the gameplay involved with the plagued areas, maybe make enemies lay eggs or build nests in the plagued areas or something like that. I have lots of scrambled ideas in the back of my head, but I’ve been getting preoccupied trying to improve things like the graphics and menu interfaces whenever I find the time to work on my game.
regarding the logo slogan “serious monkeys, serious engine”, what do you think about changing it a bit to “sincere monkeys, sincere engine” or “sincere monkeys, serious engine”
well, in my universe, sincere > serious, thus it sounds better for me that way.
Serious can be taken lots of ways… but “being truthful” is a small and relatively unused connotation. Serious usually means “not playing around”. “Not being silly”, etc… silly opposite of serious.
Yes, well… “Serious monkeys” already sort of makes it a joke. Like when my kids and I are laughing and I put on my serious face and tell “ok, let’s be serious now” and they just laugh harder.
last time i asked you what is best way to do character customization. But to make customization, first need to do game base character model, so i started WIP with character.
not sure how many polygons do if world should be full of characters. but it seems i maintain high quality and not too much polycount. its like 2k faces for all face (4k tris) i seen 5k is optimal and 10k is just still ok.
ofc depends how many characters would be visible in screen. heard popular games have even like 50k, but if im not wrong, if i will do max 8k full body with head, then it might be ok enough to maintain quality and optimal polycount. (for decent graphic cards)
its really hard to do everything from scratch, but here we are something already exist.
will finish model (will take some time for me) and later will do customization. hope you will help me choose best way to do customization later. (as you might have some experience with it)
When oblivion came out it was more LOD than game. Literally. All the LODs.
You’d be surprised at how much you can lod without even noticing. With things like foliage you can barely notice at all. You have to be a bit more careful with moving models but you can have more than 3 levels if you’re anal like that.
As few as possible. Make an efficient mesh with the least amount of faces, good topology, good edge flow, should be your target. It is a very difficult task to get right.
With a decent base mesh, it is very easy to add addition fidelity with subsurfs, LODS or tessellation. Visa versa trying to remove detail is relative nighmare.
It may help to look at some of the base meshes on blendswap for guidance.
thanks. i try do very good topology, most of face/poly count are only for ear, mouth, nose, eyes, i think without cloth, it will be like 4-5k triangle count.
thanks, i removed one circle arround mouth and one arround eye, but about eye vertex density, not sure if i should remove back faces, anyway i optimized eye itself removing back faces.
fact is i followed one tutorial that explained how to do eyelids. im not sure how it is marked on blue in english, but i want also details like this, so would not like to remove this.
Yeah, the red bit in the corner of the eye is nasty, but an important detail. I don’t know what you should do sorry, perhaps a more experienced modeler, like @nehon, may be able to help.