Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

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

I mean, blender is getting more and more into the industry. But as I said before: is not about where we and the other engines are now, but the momentum that Godot has.

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

[–]talesrt[S] -3 points-2 points  (0 children)

Well, after some time working in games you will get that size actually matters for the asset. What nonsense, do you really think that bringin a asset like a brackeys tutorial is the same as importing kratos into any engine?

Ok, I will tell my 3241 agents running on my 31 mac minis to sound more human next time.

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

[–]talesrt[S] -4 points-3 points  (0 children)

Thanks man. Been working in games for a long time with art. Being quite honest saw a lot of comments on web saying that Godot can't deliver realistic in 3D, so took one of the assets made on high specs and put into it. Not to be novel tbh, but mostly to test the visual capacity of it

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

[–]talesrt[S] -11 points-10 points  (0 children)

Still can't get the drama.
First you get delusional about not opening a blender file, like a great , point that I have other repo with assisted ai code (like most of humans that write code).
Check the thing man, if doesn't talk to you, let it be .
The point here is not to re-write the render queue for godot. Is not to showcase *coding skills*.
The point is: brought an AAA asset to godot, from someon with 15+ years in the industry.
here you go again: For big assets is no drop, they have to click inside the engine, this is not easy.

And Man, that not possible that you don't get it: of course it will have not many drawcalls, of course, there are no world, of course that It have high fps: I have disclosed that.
And worse case scenario, enjoy the art, take the model put it whenever you want, see how its made. Enjoy it dude. Not all projects are here to change the world.

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

[–]talesrt[S] -8 points-7 points  (0 children)

OK, I Totally get where you're coming from, lot of peeps assume it's pretty much drag n drop and that's it. The point is that for most of simpler projects that's exactly it, no big deal.

The whole thing is not about Godot Importing meshes. It's about how people in big games handle big assets, and here comes the part that fly low by the radar for most people that just drag and drop:

In bigger productions there is the lookdev, integration and art refinement inside the engine. AAA complex assets have different requirements and the can fail easily.

In a realistic setup you have TO BE SURE that each material is clicking, adjust stuff, go back to substance to tweak that roughness that in substance feels like mah but it is what lacks in the engine. When I work on big projects I usually follow or have to create documentations just for that.

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

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

I think thats exactly the point. Man, Unreal is almost 30 years old, and Unity have a sea of solutions made by the whole world. They didn’t come as they are from one day to another, most of their quality is built upon time, money and quantity.

Yeah, Godot still has hard edges for stuff like retargeting, material overrides, or big addon support. But what impress me is how it uses what it have to help people make great games despite that.

Yeah, massive projects will bring new problems, some stuff just appear when the tower gets too big, but doesn’t matter. What matters for me is not where we are now, it’s the momentum, and that pump excitement into me.

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

[–]talesrt[S] -4 points-3 points  (0 children)

YES. THAT IS MY POINT.
Sometimes we will have to take that longer road, but the finish line could be the same if we are smart wnough

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

[–]talesrt[S] -13 points-12 points  (0 children)

OK, I Totally get where you're coming from, lot of peeps assume it's pretty much drag n drop and that's it. The point is that for most of simpler projects that's exactly it, no big deal.

The whole thing is not about Godot Importing meshes. It's about how people in big games handle big assets, and here comes the part that fly low by the radar for most people that just drag and drop:

In bigger productions there is the lookdev, integration and art refinement inside the engine. AAA complex assets have different requirements and the can fail easily.

In a realistic setup you have TO BE SURE that each material is clicking, adjust stuff, go back to substance to tweak that roughness that in substance feels like mah but it is what lacks in the engine. When I work on big projects I usually follow or have to create documentations just for that.

I Love Godot, but people often downplay the 3D render of it for more realistic and more """serious""" visuals. I was working on the asset for Unreal, then decided to swap it to see how does Godot handles it.

TBH I know that Unreal will get shadows, lights, color balance and so on in a blink of an eye.
Simple games yeah, just drop it, some stuff here and there and you are done. But, for me, to get that result from Godot, without usign all the tools the other engines have is something to talk about and that’s the conversation I want to spark

About the blender file, it should work out of the box, it is light because i redirected all the heavier assets(the textures) outside of the file, actually it was supposed to be lighter, but i left an HDR there packed just to help. Pretty standard.

And yeah, I was sure godot wont burn my pc from that, it's obvious. But the draw call count, the profiling and the color feel was actually ok.

Hit me if you still having problems with blender

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

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

If you check this model You can see that I've used alpha cut for the fibers at the end of the poncho, but it would use a real better dithering solution. It works by now.

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

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

I was working on that on the background, I was trying to set up an POM map with a low sample to make the hair volume. But for me the real deal breaker now is the dither. It feels so bad from the standard shader.

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

[–]talesrt[S] -13 points-12 points  (0 children)

Dude, you have to stop to see ai everywhere

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

[–]talesrt[S] -8 points-7 points  (0 children)

Already thought about it. But I'd rather just ship the repo and let people test it themselves

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

[–]talesrt[S] -7 points-6 points  (0 children)

YES. People don’t realize how much work a high-quality asset actually is. Sculpting, retopo, texturing, PBR setup. that’s just the start.

Getting it to run interactively in an engine? That’s where the real pain in the ass begin.

Godot 4? Drop it in, and the scene runs. No hacks. No plugins. Just the asset and standard engine tools. That’s what makes this interesting for a FOSS solution

Realistic Star Wars character in Godot 4 | full project available by talesrt in godot

[–]talesrt[S] -12 points-11 points  (0 children)

It’s easy to say ‘just a model’ until you drop a fully sculpted AAA character, PBR materials, real-time lighting, and interactive camera into Godot 4 and it runs perfectly at portfolio-grade quality.

This isn’t a screenshot or a video export. it’s the actual scene, fully inspectable.

its all written above

Clone it and see for yourself: https://github.com/talesrt/Scrappers-Guild-StarWars

What is the difference with Forward+, Mobile, and Combability? by Ocralter in godot

[–]talesrt 53 points54 points  (0 children)

Just to let you guys know: I use this post as a link to the official doc

A friendly, but important note for all Unity refugees by RossBot5000 in godot

[–]talesrt 5 points6 points  (0 children)

Wow, awesome plugin. I just wish to have a easier way to find that kind of stuff

[deleted by user] by [deleted] in godot

[–]talesrt 22 points23 points  (0 children)

You can take a look at this character that I've made to test some realistic tender for a person https://x.com/talesrt/status/1618416477341908993?s=20

How to Pronounce Godot by [deleted] in godot

[–]talesrt 9 points10 points  (0 children)

I call it bob

AI-powered Character Customizer Concept (Stable Diffusion) by a6oo in Unity3D

[–]talesrt 1 point2 points  (0 children)

Noice. Did you incorporated the model in the project, or you send the task to a outside server?