albert_einstein1
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albert_einstein1
Posted 4 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 2,
Visits: 32
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Hi, how the topic shows, i like to know if it is possible to use cc for a mmo build in unreal 4.26. We have already tried something with the test version, but currently it looks like it would not be possible to display 100 characters in a map without it being the death of the FPS. Does anyone have experience with something in the field or is cc simply not suitable for it. Thanks in advance .
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verhoest.t
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verhoest.t
Posted 4 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 2,
Visits: 9
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When exporting a character as FBX you can define different LoDs and specify your target polycount for each LoD. You can also delete the hidden faces which also lowers the polycount. If that is not enough, since modular characters are the way to go for an MMO, you just leave the necessary body parts visible (usually the head and hands) and remove the rest of the mesh which is replaced with armor parts or clothes which can have exactly the polycount you want since you design them yourself in your modeling software.
So yes, CC3 is the way to go, especially with Unreal 5 around the corner where the polycount will not matter anymore, allegedly. I was working with Makehuman and ditched it because CC3 characters look so much better and integrate seamlessly with the UE4 mannequin.
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