quick question toward faveral enviroments

EllessarrEllessarr Posts: 1,395

hey guys, for the peoples which do have faverals enviroments, i have a small question

the door on that stuffs

https://www.daz3d.com/modular-medieval-village

https://www.daz3d.com/perouges-medieval-village

https://www.daz3d.com/viking-village-bundle

https://www.daz3d.com/the-faveral-village-bundle

in general the door of the houses, they can be opened, like you can decor the interior of that buildings or they are just "regular props without anyway to get inside then, to be clear i'm not asking to then to have interior deco/stuffs/props, just if they can be used as base to make houses which you can get inside if needed?

 

another another question if they are "high or low poly", like are good to be used in game or are like too high poly???.

Comments

  • JonnyRayJonnyRay Posts: 1,744

    To answer the last question first, in my experience, Faveral's buildings are high poly so they can be suitable for closeup detailed rendering. I wouldn't expect these would easily translate into a game without some work on reducing the density.

    As to the doors, I'm not at my graphics PC so I will have to guess, but since there's no mention in the product information (including the readme's I checked for a couple of the bundles that I own) about opening/closing doors and there aren't any promotional renders with the doors open, I would expect that you'll find the doors are modeled to be closed. If I remember when I get home, I could check for sure.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,206
    edited June 2019

    No the doors don’t open

    but they do load surprisingly easily into iClone and Epic Games Twinmotion so imagine would a game too if you bought the licences to redistribute one

     

    Post edited by WendyLuvsCatz on
  • EllessarrEllessarr Posts: 1,395
    edited June 2019

    No the doors don’t open

    but they do load surprisingly easily into iClone and Epic Games Twinmotion so imagine would a game too if you bought the licences to redistribute one

     

    wow really wonderfull, i would love if you could pass the poly count of the builds, because they do looks like being "low compared" with others works which i saw here, where even the roofs for each tile you have a asset making the whole roof a crazy poly count, while here the roof does looks like "a just plain square texturized", the walls does looks like a mixing, but at first sight it really don't look so high as others assets here.

     

    i'm say that because i'm planing in some of the levels of the game i'm working now to have a village then i was thinking if using a asset from unreal market or if goes for the assets here, in unreal they are obvious full game optimized but i don't mind use a little more if it's not really that big to make a more beautifull look, the reason for the doors is which for the sake of exploration i was thinking in allow the player go inside the houses to look for "extra stuffs".

     

    we are planning to release the first prototype alpha demo until the end of this years, it will have only one stage and currently we are only using unreal assets and monsters and iclone CC characters, but as son we goes kickstart and things like that and get some more peoples to work on it then i'm planning to switch to use daz characters which really does look much better than CC(which are a lot low poly for my taste in comparation with daz characters).

     

    the game will be a third person classic fantasy hack'n slashe", like capcom dungeons and dragons series or old god of war with a funny story in the background about love and hate.

     

    for now i'm only usin daz assets to "play around" and learn some tricks to proper use it and for some future plans!! like character customization, for now i'm just testing with it.

    Post edited by Ellessarr on
  • JonnyRayJonnyRay Posts: 1,744
    edited June 2019

    As an example, I just loaded the MV1 preset from Faveral's Modular Medival Village set. According to the Scene Info, there are a total of around 73K faces for that building. That includes the flags, awnings, weather vane, etc. I also noticed that the Door on the base is split into it's own material zone. That may mean that it wouldn't be too hard to seperate those faces and make it be able to open if you wanted to.

    Faveral-ModularMedivalVillage-MV1.png
    1920 x 1080 - 732K
    Post edited by JonnyRay on
  • EllessarrEllessarr Posts: 1,395
    JonnyRay said:

    As an example, I just loaded the MV1 preset from Faveral's Modular Medival Village set. According to the Scene Info, there are a total of around 73K faces for that building. That includes the flags, awnings, weather vane, etc. I also noticed that the Door on the base is split into it's own material zone. That may mean that it wouldn't be too hard to seperate those faces and make it be able to open if you wanted to.

    really interesting it's really making me wanting give a try on that, i'm still thinking if i go for unreal market or for daz, well maybe for my first game i will give a try to the daz since the game not gonna be a open world but a "level based" then having some medium poly count will not be a trouble, the only thing would be the get inside, but guys you are helping me a lot, really thanks for the answers.

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