Giganta Strikes Back!!

Описание к видео Giganta Strikes Back!!

VA Monstrassa (Yup, she did everyone):   / mamastrassa  

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Whew! Let's talk about the destruction in this video. I spent months trying to learn different methods to go forward with. Hopeful for UE4 Chaos but it ran worse than a slideshow! I went with Apex destruction, like in Yoko vid, because I knew the process a bit better, but after finishing this I probably won't touch it too much again. The main reason being that I have to constantly hope the destruction won't do a glitchy thing every single time it renders. So it's all luck and i'm really tired of spending hours hoping for a good result, and then I get it, but then I misspell a patrons name and gotta go back and fix everything with a new render because it's visible in those clips. Not only that, there are bugs where sometimes different destroyed areas just freeze mid-air. The obelisk being the main problem there.
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So I ended up destroying the obelisk in Blender after buying a $12 add-on called FRACTURE ITERATOR and let me tell you this add-on is SO worth it! I'll link it below, but if you just look at how the Obelisk is destroyed you can see the results! It also streamlines the destruction process super well including a baking option so it's easy for exporting to a game engine.
After months of testing around, I will begin using Blender for all destruction going forward. But in separate Blender projects so I don't bog down the performance in the main one. Or... Well I got stuff to figure out but the main draw is that baked destruction from Blender will always play out the exact same way in UE4. No more guessing. I'll keep the smaller object physics in UE4 though since it's super easy to use there and they can be baked in UE4 if I want them to. (Like in the office scene)
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Ultimately, I learned one thing about destruction that's insanely important.
It's about technique.
It's not clicking a building and hitting fracture, unfortunately. The best method seems to be building/recreating modular parts of a building and paying attention to their traits. Each piece, like a fire escape being built with metal bars, needs to be destroyed or bent in the way people EXPECT them to. So it's a mix of animation and fracturing.
I'm just now entering a phase of simulation so things are gonna get more dynamic and interesting in the future!

Fracture Iterator: https://blendermarket.com/products/fr...

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