[Bf-gamedev] Re: Features list revisited - projects for 2015

Takanu Kyriako crocadillian at me.com
Wed Nov 5 20:47:31 CET 2014


@Timur Ariman - Well FBX I/O to my knowledge is still being worked on, but I personally use Blender exclusively for my modelling workflow, and never need to switch or depend on FBX heavy features apart from exporting to a game engine.  I guess it depends on how many people use other 3D modelling packages that require FBX import, and it would be good for other peeps on the mailing list to chime in on that 😜




Personally id want Multi-Object UV editing first, as complicated assets like characters rely on inter-dependant components and this feature would remove some of the technical workarounds required to unwrap them nicely.  


Having a way to manage game assets within a scene in a way that is non-destructive is my second requested feature.  The grouping features inside Blender are nice as a semantic, organising feature, but game assets and I’m sure other complex CG assets too are a complex collection of items with modifiers and other operations that you might not necessarily just want to merge together just to keep them together and perform further operations on like UV editing.  I’ve been working on an addon for a while that utilises grouping, parenting and other constraints to do this (https://github.com/Takanu/Capsule , currently redesigning it to make it much more user-friendly), but enabling some sort of ‘composite object’ type with a hierarchy of separate objects would help organise and construct detailed objects, but recognise them as one object.

PBR would be my third request, as designing textures in Blender apart from the base colour channel is a bit difficult and irrelevant.  Although I’m using Substance Designer 4 atm for most of my texture building, it would still be nice when building scenes to be able to preview basic PBR materials to get a feel for what I'm making and how it will look.






From: Timur Ariman
Sent: ‎Wednesday‎, ‎5‎ ‎November‎ ‎2014 ‎11‎:‎35
To: bf-gamedev at blender.org











Hi all,

referencing to the Gamedev list and the points which were written there, a slight change in prioritisation could be like this;

number 1
OBJ/FBX import/export native to c++

number 2
"Bake by Material ID"

number 3
PBR viewer (with metalness/specular workflow)



the prioritising is because many game artists already use various tools together and have to rely on fast I/O of meshes.

Bake by Material ID is important because the tools from Quixel and Allegorithmic and various other tools use this to quickly assign materials onto areas.

PBR viewer inside of Blender can be a nice eye candy but integrating it at this stage is kind of a moot point while ignoring the abviously unsexy but necceary underlying parts like a fast I/O or Material Id baking etc
so that an integrated PBR viewer could really start to shine.
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