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

Nahuel Belich casillapforos at yahoo.com.ar
Thu Nov 6 10:15:36 CET 2014


Hi:
I agree with most of the items listed, besides that, uv editing it self could get a bit more love, for example
-islands groups
several times game models use overlaps uvs to save space, but operatos like   average islands or pack islands moves every island independent witch could be annoying most of the times if there are many overlapped chunks.
-Concave packing 
Atm blender packs based on a square shape around the uv island, its efficient and quick but many times waste space, especially if there are big circular shapes.

This two items would help with uv editing a lot, especially after getting (^-^) multi uv editing, that could be a mess with out a few administrative tools inside the uv editor.

----

Big pluses to: 

-bake, its nice but having to buy an addon to get multi bake doesn't sound nice, maybe not the extreame bake tool but at least set a few objects to several outputs and the possibility to bake one object or texture at a time, in order to avoid Ao or unwanted shadows, and also an important one antialising for Cycles Bake

-Exporting sistems conectivity. ..  yes fbx, i dont like it much due to its nature to change every year and waste time in development and twiking, but its important to have a way to get skinned meshes or if it posible also shape keys or vertex animation to other softwares,
-View-port

Nahuel Belich 

     El Miércoles, 5 de noviembre, 2014 17:26:18, Takanu Kyriako <crocadillian at me.com> escribió:
   

  <!--#yiv9706129073 p.yiv9706129073MsoListParagraph, #yiv9706129073 li.yiv9706129073MsoListParagraph, #yiv9706129073 div.yiv9706129073MsoListParagraph {margin-top:0in;margin-right:0in;margin-bottom:0in;margin-left:.5in;margin-bottom:.0001pt;}#yiv9706129073 p.yiv9706129073MsoNormal, #yiv9706129073 li.yiv9706129073MsoNormal, #yiv9706129073 div.yiv9706129073MsoNormal {margin:0in;margin-bottom:.0001pt;}#yiv9706129073 p.yiv9706129073MsoListParagraphCxSpFirst, #yiv9706129073 li.yiv9706129073MsoListParagraphCxSpFirst, #yiv9706129073 div.yiv9706129073MsoListParagraphCxSpFirst, #yiv9706129073 p.yiv9706129073MsoListParagraphCxSpMiddle, #yiv9706129073 li.yiv9706129073MsoListParagraphCxSpMiddle, #yiv9706129073 div.yiv9706129073MsoListParagraphCxSpMiddle, #yiv9706129073 p.yiv9706129073MsoListParagraphCxSpLast, #yiv9706129073 li.yiv9706129073MsoListParagraphCxSpLast, #yiv9706129073 div.yiv9706129073MsoListParagraphCxSpLast {margin-top:0in;margin-right:0in;margin-bottom:0in;margin-left:.5in;margin-bottom:.0001pt;line-height:115%;}-->@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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