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Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Apr 26 2016 09:16 AM

Topics I've Started

Unreal 4 toon graphics redundant?

28 March 2016 - 10:30 AM

So this is just a quick question, is using Unreal 4 to make a toon styled game redundant?


Unreal 4 uses the new PBR material and lighting techniques to get a more realistic look, however it doesn't have a Cell shader.

Of course Unreal can use the more advanced post processing methods for a toon like effect, however doesn't this mean that it will be doing a lot of unnecessary work that I would never use?


I am especially concerned about this as it looks like all the post processing is done after the other draw calls, meaning that I am overwriting work done by the engine.



Maybe I am just doing it wrong, does any one know where I can read up on toon post processing?

Where do you find your artist?

29 November 2015 - 05:54 AM

I am a 3D modeler and some what of a animation artist, mostly I do CGI work and some freelance on the side.

I want to help out Indie developers more as I find that I enjoy that kind of work, how ever looking around I found that requests for 3D artist to work on games is low compared to other kind of 3D work.


a1.) So I was wondering HOW do indie developers look for artist to help them?

a2.) Has any one here ever recruited a artist and if you did how?


a3.) Do you prefer working with a single artist full time or do you switch, hiring a new artist for each job?

a4.) Would you prefer to buy your assets from a store, instead of work with a artist?

a5.) How much do you budget for art?



I know this is market research, however I believe it can help artist and other asset designers to work better with developers.

I have some freelance experience so if you have questions you can ask.

Any one using both UE4 and Unity 5?

13 November 2015 - 03:49 PM

I recently accepted a 3d modeling job for a indie developer that uses Unity 5, I don't have Unity 5.


I am wondering how different Unity 5 materials are from Unreal 4?


The last time I used Unity was just before Unreal was free, did it change a lot?

Most of the comparisons on the internet, between UE4 and Unity also appears to be this old.


I don't plan on using Unity for my own games, so buying it just to do work for indie developers feels like a waste.

because indie developers can't pay my normal fees I give them a discount, this means that paying for Unity to make models will yield little profit.


Is there a Unity material viewer I can use as a backup option?

Unreal material conundrum.

19 July 2015 - 11:51 AM

I was modeling a 3D asset for a client and entered the uv unfolding stage, when I realized I could be wasting my own time.


Every 3D artist knows the importance of measuring your 3D model, so that it's constant with other assets in the scene and so that the texture doesn't stretch or blur. This is also the first step in texture tiling that allows the artist to reuse parts of the texture to better cover large 3D models.


why do I think this could be a waste of time?



If you look at the image you will see that I measured Tower A against the background, for Tower B I just unwrapped and left it as it was.

Now this quickly made model didn't need to be tiled, yet I could easily tile Tower A if it needs to be longer, Tower B corrected for stretching and the bottom half can no longer be tiled.




Now if you look at the towers side by side in Unreal 4 you will see that both have the correct pixel density.

Tower A uses a single material with 4096*2048 normal map and color map, Tower B uses two starter content materials with two normal maps 2048*2048. I know the textures are overkill, I was doing performance tests.


The Tower at the back is Tower B before I fixed the materials.



What is the conundrum?

For a long time Tower A was the best practice when making models, measuring textures and uv tiling gave better performance. Tower B use small textures and then tiles them inside of the material and has a lot of downsides.


Material tiling was very ineffective and mostly used for simple objects like walls, however Unreal can now address all of the problems. It has deferred decals for details and hiding the uv seam, edge detect for scratches and most importantly layered materials.


By my calculations a complex object like a gun could be realistic rendered, using as little as three to five materials. This is two or four more materials than using the normal way, however by moving the uv map you can allow each gun to have unique parts.

Performance can be regained by using material instancing and by sharing materials and decals with other objects. The wooden gun stock can also be a wooden chair, table, floor or door.



Theoretically when making a large game material tiling and sharing, will be better for performance than having a material for each object. Personally I think that allowing 3D artist to spend less time doing busy work, like measuring pixels and more time doing fun work with materials will be worth it.


What is your opinion on texture tiling?

Mobile game theme.

14 July 2015 - 07:25 PM

I am developing a mobile game, however the original theme I had in mind isn't going to work.

After doing research on what themes would work I find that I can't makeup my mind, arranged in popularity: Zombies, Post apocalyptic and Fantasy.


The game involves the player taking control off a survivor who has to fend for himself, the player slowly builds his new home gaining more survivors to work with. The player can take control of anyone of his characters.

The game is more of a god game than a RTS, with the player sometimes needing to make choices about the fate of his survivors.

Scavenging, salvaging, resource management and base building will be a large part of this game.


Players will be able to attack each others basses, there will also be battles when players scavenge.

Battles will be small with players controlling a handful of characters, each character having unique abilities. Tick based combat, each tick around four to eight seconds long.


It will be my first mobile game, will be a wait or pay game, I want to keep it small and will be my first MMO.(not my first attempt at a MMO)

Social interaction will be limited and expanded as I get things working.



I am leaning towards zombies, it was the one with the highest rating during research and it will be the simplest. Fantasy allows for the most creativity and I expect it to be the hardest to make. Post apocalyptic is a good middle ground.