• PlayerUnknown apologizes for overly-detailed female anatomy on PUBG test server
    25 replies, posted
[url]http://www.pcgamer.com/playerunknown-apologizes-for-overly-detailed-female-anatomy-on-pubg-test-server[/url]
not at all surprised coming from a dev team compromised of sweaty middle-aged dudes
[img]https://i.gyazo.com/3b30e980632fc028d5ac3bb02948692f.png[/img]
[QUOTE=Daemon White;52967915][img]https://i.gyazo.com/3b30e980632fc028d5ac3bb02948692f.png[/img][/QUOTE] And that is hopefully the end of that, but I know better than to put money on it.
Not as bad as the legendary fake factory model
Find it funny that theres such a problem over the female model having this yet they're ok with the male model having a big ass dick bulge and there being tiddy physics. :v:
they're preparing to become rust
Why is this a big deal
[media]https://twitter.com/lizaledwards/status/939708879000297472[/media] Liz is the one who made a big fuss about all of this but god does it look hilarious on the normal map. The base model quite clearly was modeled nude then they just textured the clothes on top. This is what you get for using outsourced assets. :v:
I can't believe the developers of the most popular game in the world can't afford to make their own model of a female body and just bought one from some shady-ass freelancer
[QUOTE=Laserbeams;52968242]I can't believe the developers of the most popular game in the world can't afford to make their own model of a female body and just bought one from some shady-ass freelancer[/QUOTE] Wasn't the model made before the game got super popular? Would make sense if that were case and not really that pathetic sounding as you're making it. [editline]11th December 2017[/editline] I mean PU himself said the model is over 2 years old and they've had it since they started the project.
[QUOTE=Captain;52968255]Wasn't the model made before the game got super popular? Would make sense if that were case and not really that pathetic sounding as you're making it. [editline]11th December 2017[/editline] I mean PU himself said the model is over 2 years old and they've had it since they started the project.[/QUOTE] Long before, the model base they use has been on the store since like 2014, funnily it looks like its been pulled now because it no longer comes up if you search for "female" under characters, you can still find the weapon packs they used however, they really like Ironbelly Studios Inc's assets. Will say though, the new map mostly uses a combination of original and very heavily modified store assets unlike the old which is 100% store with little changes. But hey, why reinvent the wheel when most of the focus is on gameplay, does the actual asset source really matter? :v:
[QUOTE=RichyZ;52968285]it's still a bit pathetic if only because they bought these assets from a store and didn't even modify them or tailor them to the game's needs the polycount varying from the thousands to the hundreds of thousands on the current map is proof of this, it's the equivalent of buying a bunch of groceries for a recipe and just tossing them all into a pot w/ the packaging still on them, without cutting or seasoning them[/QUOTE] Will say right now Miramar compared to Erangel, has had a lot more cleanup after using their modular assets. The polycount and drawcalls on Erangel are absolutely stupid because nothing is culled but Miramar certainly has a lot of shit cut away that you wont ever see. The performance difference between the two maps is drastic because of it.
[QUOTE=RichyZ;52968293]im glad the new map uses new assets and whatnot, that alone clearly makes it better than the previous one the issue i have with the asset reuse is optimization and even gameplay a ton of the buildings in the original map block your firing angles when they really shouldnt, i'm sure you've run into this plenty of times, where you try to shoot out of a window but its juuuuust high enough to make you shoot the window itself little things like that and the aforementioned tree thing really put a damper on the gameplay[/QUOTE] Oh yeah by miles it does show a problem, but its really more that Erangel was thrown together as a proof of concept per say, it wouldn't be that far fetched to think they'll rework it as its far off the level of polish that Miramar has. Also what are merges. :v:
[QUOTE=RichyZ;52968285]it's still a bit pathetic if only because they bought these assets from a store and didn't even modify them or tailor them to the game's needs the polycount varying from the thousands to the hundreds of thousands on the current map is proof of this, it's the equivalent of buying a bunch of groceries for a recipe and just tossing them all into a pot w/ the packaging still on them, without cutting or seasoning them[/QUOTE] I'm gunna go out on a limb and say you don't know what you're talking about.
[QUOTE=RichyZ;52968482]i know that devs buy prepackaged assets but generally they modify them to suit their own needs, and create lods when they can so the games dont run like trash pubg uses several different unreal store tree packs that have wildly varying polycounts with no lods premade, as well as buildings that aren't to player scale perhaps you want to elaborate on why im wrong though?[/QUOTE] The idea of buying these assets is we don't have to do much work on our end. The guidelines for these assets are pretty strict. I would know, considering I have assets on the Unreal Marketplace as well. They, by default, are supposed to have LODs or they're denied entry to the marketplace if they don't. As for trees. They're supposed to be pretty high. We actually have this issue at work at the moment where the overdraw from some marketplace trees is absurd and completely tanking our outdoors scene and we're having to adjust them by increasing their polycount since pure geometry is absurdly easy for a games engine to process. Admittedly they should put a bit more effort into adjusting this, since foliage is a fucking nightmare to work with. They're all supposed to be built to scale as well, so these janky scales are likely done by the devs negligently when trying to retrofit it. If you could show me though I'd love to see it. UE4 also has an autoLOD generation tool too. The idea of buying these assets is that we [I]don't[/I] have to go in and adjust them, and I don't know if you're referring to a single asset or the entire scene, but it's not unusual nor wrong for a scene to push 500,000 triangles at any given moment. Apologies for coming off like an ass in my first comment, I need to work on that.
[QUOTE=Laserbeams;52968242]I can't believe the developers of the most popular game in the world can't afford to make their own model of a female body and just bought one from some shady-ass freelancer[/QUOTE] In Tera, where EU and NA version are handled by a different company, you had EnMasse (NA) outsource all the translation to another company. They really love outsourcing.
My favourite instance of a dev outsourcing work is when the State of Decay developers discovered that their third party texture artists drew a ton of dicks in nearly every texture in the game. When they tried to increase the texture resolution for the GOTY edition they discovered the dicks and if I remember it delayed the game a fair bit while they tried to remove them.
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