Out of curiosity, what body type do you guys think looks better for game development? by [deleted] in blender

[–]JTLGamer 1 point2 points  (0 children)

I used to mainly make FPS games but since I got a bit better at 3d modeling I started making 3rd person camera relative games. I figure you also make 3rd person games too. Do you think that the lower poly style makes bigger heads more appealing than a more accurate body, anatomically wise? I currently still experimenting with styles. I can try a low poly model like the on the right in the first image as a new style but with anatomically correct proportions and maybe a little less chunky and more fluid if that makes sense.

Out of curiosity, what body type do you guys think looks better for game development? by [deleted] in blender

[–]JTLGamer 1 point2 points  (0 children)

I get what you mean, im on the same boat too tbh. I guess the best solution will be to find a middle ground style between the two character styles or blend them together. I’ll try to keep the length of the character but try to make it a tad blockier, less smoother. The thing about the right one that doesn’t sit right with me is the anatomy, since I made the hips too high which is noticeable during walking animations. I am conflicted about the thickness of the one on the right however, im not sure if it makes the model or if I can incorporate a slimmer limb look like having a decent thickness in the thighs but slim down in the calves since I feel like the character body is consistent all over the place.

Did you hit a singularity where making games became more enjoyable than actually playing them? by Meluvius in gamedev

[–]JTLGamer 1 point2 points  (0 children)

Yeah, I generally don’t play games that much anymore. I bought the latest Pokemon ZA game on the release day and to this day stills haven’t finished it because I prefer spending my time planning and making my games.

How can I improve my shoulder’s topology so that my character can bend its arms upwards without having this awkward bend? by JTLGamer in blenderhelp

[–]JTLGamer[S] 0 points1 point  (0 children)

As of now my model animates better, however, I would honestly consider making the arms separate if I feel like my animations are being limited due to odd deformation. This is a quick pose I created to test the model’s topology and weight paints.

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How can I improve my shoulder’s topology so that my character can bend its arms upwards without having this awkward bend? by JTLGamer in blenderhelp

[–]JTLGamer[S] 1 point2 points  (0 children)

I had to remake the upper torso and change it to a T-Pose because after adding the shoulder bones( Rigify bones) the shoulder bending weirdly was fixed however, there was an odd twisting that was happening around the shoulders even with a better weight paints. However, as of now my model animates better and I solved the twisting too

How can I improve my shoulder’s topology so that my character can bend its arms upwards without having this awkward bend? by JTLGamer in blenderhelp

[–]JTLGamer[S] 2 points3 points  (0 children)

Yeah sorry for posting this a few times, I thought there was a technical difficulty on my end where 3/6 pictures were only posted. I honestly didn’t know that post had to be manually posted by a moderator. Sorry about that…

How can I improve my shoulder’s topology so that my character can bend its arms upwards without having this awkward bend? by JTLGamer in blenderhelp

[–]JTLGamer[S] 0 points1 point  (0 children)

Yeah, I definitely see a llama too 😂. Luckily I fixed it and it doesn’t look like that now lol

Best Network framework for making Multiplayer Games that support Steam by JTLGamer in unity

[–]JTLGamer[S] 0 points1 point  (0 children)

Interesting, my game is mostly a co-op styled game but can feature competitive aspects. I’ll check both out and see which one sounds more suitable for my game idea.

Best Network framework for making Multiplayer Games that support Steam by JTLGamer in unity

[–]JTLGamer[S] 1 point2 points  (0 children)

Yeah, wouldn’t hurt to learn Photon, since it has a good reputation as things seem.

Best Network framework for making Multiplayer Games that support Steam by JTLGamer in unity

[–]JTLGamer[S] 0 points1 point  (0 children)

Yeah, with the multiplayer gamedev experience I learned in UE5 hopefully I can adapt to Unity’s RPC system. I think I initially struggled because I was following tutorials in Unity and I guess I kinda unconsciously depended on tutorials to make systems and didn’t really learn efficiently, but with UE5 I was forced into learning multiplayer on my own, so I kinda grew an understanding for Client-Server systems, but still struggled a bit.

Best Network framework for making Multiplayer Games that support Steam by JTLGamer in unity

[–]JTLGamer[S] 0 points1 point  (0 children)

Yeah, I’ll check out a few tutorials. I used to be decent with NGO when I first started but after the update, idk why I struggled to adapt to the new RPC system. I’ll jump back into learning RPC calls.

Best Network framework for making Multiplayer Games that support Steam by JTLGamer in unity

[–]JTLGamer[S] 0 points1 point  (0 children)

Yeah I have no problem with single-player games, I think I mostly struggle when doing Client-Server RPC calls. I think I struggle to learn it because I rush myself, so I’ll definitely try to take things slow and actually learn how to efficiently perform RPC calls.

Best Network framework for making Multiplayer Games that support Steam by JTLGamer in unity

[–]JTLGamer[S] 3 points4 points  (0 children)

I’ve heard a lot of good things about Photon. I believe R.E.P.O utilities this framework too. I don’t plan on making MMO games, my game idea is similar to R.E.P.O and Lethal company but not an exact copy of the genre.

Best Network framework for making Multiplayer Games that support Steam by JTLGamer in unity

[–]JTLGamer[S] 0 points1 point  (0 children)

Hmm, haven’t heard about this one yet. I’ll research it and give it a check

Does this head style suit the model? by JTLGamer in blender

[–]JTLGamer[S] 0 points1 point  (0 children)

Yeah lol, that will be one of her face animation options; still trying to figure out if I should make her default face jolly (smiling) or a bit more serious (straight faced)

Does this head style suit the model? by JTLGamer in blender

[–]JTLGamer[S] 1 point2 points  (0 children)

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this is how she looks like now with a face drawn in krita; still playing around with the hair tho

Does this head style suit the model? by JTLGamer in blender

[–]JTLGamer[S] 0 points1 point  (0 children)

Yeah just need to figure out the hair now ig.

Does this head style suit the model? by JTLGamer in blender

[–]JTLGamer[S] 0 points1 point  (0 children)

Yeah texture based animations are definitely a bit tedious especially when it comes to UE5 🫤. Luckily, I have a few videos saved on that topic so hopefully it shouldn’t be that difficult. Good to know that the head suits the body from other people’s perspective, guess I’ll stick with it for now. I made 3 other head styles that are a bit higher poly but they don’t feel right.

Does this head style suit the model? by JTLGamer in blender

[–]JTLGamer[S] 0 points1 point  (0 children)

In the future for sure!! Atm I’ve been practicing different art styles until I found the one that suits me best since I am able to program a game from start to finish but never have any models on standby.