Originally posted by CobaltUDK
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Stellar work as always CobaltUDK. Love the Volcano in the background as well, hadn't noticed that before or forgot about it...
I do miss the rustic charm of the earlier demos though. I especially miss how the ninja triplets looked before (lighter hair & more artsy clothes). Maybe everything was cruder, but it had personality, charm or something. Try not to lose that. While the latest clips have slicker fighting and more armor on a par with AAA studios, they also look more generic. Maybe too much Mixamo and not enough CobaltUDk... But hey its easy to play armchair critic.
With the forums closing and the move to new ones hardly going to be the same, just want to say I hope you release this game someday. Hope it ships exclusively en Espanol too (English subs). Because it adds to the mystique, more so than using generic British or American accents. Its been fun watching your work. Thanks for sharing & good luck
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Thanks. But the volcano is a dummy, in that place there will be another thing...
Making the game is hardest than expected, it's very difficult to find people to work in the project for royalty and is too much work only for me. For that reason, Mixamo and others stores are a good thing.
I have plan to use english with subtitles in other languages, I think that is the best option if only have resources to do in one language.
I don't knew about the new forum, I will open a post there.
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I'm not sure about prefabs, It's better to do a test using them and look the drawcalls in the stats.
Do you have opened a thread for your game?
But, man, MAN, I was so much time without touching UDK forums and what you have here? A lot of work done! Really, how do you do the animations quickly? I'm struggling with some dozens of animations and stylized assets and it's taking ages. How are you working so fast? (and good)
The sword fighting is amazing, even with Mixamo's animation. Your code for weapons, damage and duck make the movement flowing naturally.
Talking about FaceFX, there is a not so automatic way. Doing animations outside UDK using Facial motion capture from blender (https://www.youtube.com/watch?v=2kFY_xdoXzw) and setting it up later in animtree or matinee. I didn't tried it in a complex character yet.
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Mixamo have good animations, but I had to modify a lot to fit with my characters idle postures. The same with the walking animations, to have the foot in the exact position when touches the floor. In some cases that ruins the animations and I have to look for another.
And fast aninations, like attacks, are easy. Others like turn in place are more complicated, I have to fix them.
I will take a look to the facial mocap video.
Some screenshot from your game ?
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