Hello all
Currently building my first scene into Godot, I wonder if there is a standard size for characters in video games and if yes, could the skeleton (mesh instance) included into the engine be taken as a start point?
Hello all
Currently building my first scene into Godot, I wonder if there is a standard size for characters in video games and if yes, could the skeleton (mesh instance) included into the engine be taken as a start point?
Hello, The character should have the right proportions of 7.5 - 8 heads(in the height of body) and you can set for example in Blender measure in metres/feets (but it's not necessary) and then model assets. If model buildings or other assets for a game, then should be good in the same scene also have the cube in the size of a human(for all levels) ....the standard is only human anatomy proportions...but for a fantasy like games can have other proportions(e.g. Goblin)....so that's the size of buildings,assets by height of the characters. So make a cube-human size and then model assets for a game
Huh, sorry for late reply A really precise answer, many thanks Bishop !
... But when you talk about a cube, is this the test one available into Godot, or the one available at the launch of Blender?
Well, Just in case, here is my first réalisation to have an idea what I talk about, please have a look here: http://www.dsautos45.com/klgs.tech/xplore/forums/index.php?p=/discussion/68/wip-ta235-m3-stormbringer
Yes you can have in Godot engine cube/human size reference but it's not necessary because all models/assets for a game you make in modelling softvare(e.g. Blender), so when importing models to Godot engine these are in the right size/proportions. p.s. looks like an interesting game
@Bishop said: Yes you can have in Godot engine cube/human size reference but it's not necessary because all models/assets for a game you make in modelling softvare(e.g. Blender), so when importing models to Godot engine these are in the right size/proportions. p.s. looks like an interesting game.....just out of curiosity on the planet will also ship to land(real-time)?
Yes, ships are planned to land and take off planets and future stations. What I imagined is that a first mission for the player would be to manage this first... with the difficulties involved by an entering in atmoshere :smiley:
I asked,then erased it :) because the Godot engine not have yet Real-Time Dynamic LOD terrain rendering(Adaptive QuadTree),about landing...as in the Freelancer game? some jump gates for the planet?.....or more realistic way -ship fly closer to the planet and then into the atmosphere(space is out to see) and the planet/terrain also....ship gets out of the atmosphere and the planet/terrain see, but without the Terrain LOD is not feasible.
Well, I'm almost sure Godot devs will implement this some day hehe
The reason why I imagined this is that I played a lot FL and modded it during few years. the "gates" were a good idea but I would want to do something else, and as the trick is not possible for now, maybe loading a cinematic in a first time.. Any way, I have to understand the magic of GDscript first haha.