Devlog Week 38-39

From now on I’ll keep the devlogs bi-weekly. There are many uninteresting things that aren’t worth showing, and also a lot of behind the curtains work that I won’t show. Things like story writing, experiments, networking, research, courses, paperwork…etc.

This devlog is fairly short, here’s a summary

Robot Model Low Poly + Texture

This took the majority of a week to finish. There were so many pieces, and my computer started to struggle a little bit (who knew 38 Million polygons would do such thing. No one could have possibly foreseen this!). I optimized the model to 68K triangles, which I feel is still a bit high for NPCs, but it’s easy to lower it down later, and it will be the same base for the main player as well.

I had to split the model into many pieces to help with the baking process, I ended up with 66 pairs (highpoly and lowpoly). I did not want to spend like 10 minutes manually renaming them, so instead I spent 30 minutes creating a script that does it for me. All I had is to select a highpoly and lowpoly pair then run the script and it will make the names match and add a “_low” and “_high” suffix, then temporarily hide them. This made the process super fast and straightforward

highpoly and lowpoly pairing script

Initially I was going to rename the highpoly meshes (“head”, “neck_joint_1″…etc for example) and have the script transfer it and add the suffixes, but then I realized I didn’t even have to do that, the resulting objects will have matching names regardless. So now all my objects are still called “Circle.xxx_high” The naming might be cursed, but it does the job, and they will be all merged in the end anyway.

No, I will not take constructive criticism.

Anyway, crimes against the craft aside, here are more renders of the textured model

Bug Fix

I fixed a bug with the “look at” function. Previously, when you were running with the camera looking behind you, the character looked down instead of forward. The fix is simple : just force the Z location of “look at target” (yellow dot) to a specific height when the camera is looking back. 2.5-3m high seems to work well.

Game Optimization Course

Tom Looman released Complete Game Optimization for Unreal Engine 5 . I previously got his C++ course and was very satisfied with it, and this was a no brainer despite the price. I followed the first few chapters and I already learned a few tricks.

One of the main things I did, deviating from the course, is using RenderDoc and Nvidia Nsight to profile rendering. I tried it with some builds of my game, as well as Elden Ring, Okami, Fallout3, GTA V and Assetto Corsa Competizione. They were quick experiments, just to try and make sense of the rendering process and familiarize myself more with the tools.

Misc

Some other stuff I did:

  • Paperwork and legal document stuff
  • Networking
  • Cleaned up and updated some Blender Addons
  • Story Writing
  • Tested Marmoset Toolbag 5
  • Learne a bit about rigging and animation

That’s all for this devlog. Thanks for reading, and I hope to see you soon!

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