Please keep going, this is really interesting. I'm thinking myself of starting a similar project and I've been watching the few resources available out there like yours. This is great
⚜️Oh, distinguished comrade! In my ineffable devotion to PlayStation 1-style games, dare I inquire if thou hast any guidance for crafting potential magnum opuses in this refined realm of pixels? I deeply appreciate thee for sharing thy wisdom in this artistic and technological endeavor.
Im late to this but I believe the site was reading the poly count not the tri count. In Maya you can see the verts and faces (polygons) were the same as the site. Each face is made up of 2 tris. Any model you make with will get broken into to tris when exporting to a game engine. This is why its not actually that important to avoid having tris in a model like people claim, it is however important to try and avoid polygons with more than 4 verts, this is referred to as an N-Gon, as they cant as easily, or sometimes not at all, be broken up into tris.
the eyes look a bit too close together, but maybe its just me. Edit: I say no tank controls unless they're resident evil 4's version of "tank controls" instead of re1-3's tank controls. Or if you must use them for the sake of horror, make them like a more responsive version of Silent Hill 1's tank controls, and not crappy like resident evil's slooooooooooow turn rate. I'm curious how analog tank controls might behave instead of the standard fixed turn rate style the old games have, maybe it'll alleviate the feeling of inaccuracy and jankiness that fixed turn speed does.
Imo it would be a wise decision to upgrade that character design. There is literally nothing memorable or distinctive about him. I can't name one thing to descibe his appearance to someone.
Awesome character concept and amazing how the model turned out! Nice video!
Thanks Aaron. Looking forward to your next update.
Please keep going, this is really interesting. I'm thinking myself of starting a similar project and I've been watching the few resources available out there like yours. This is great
Great job on the model! Looking forward to seeing more
Thanks dude. Maybe you could do a play through if I ever get it finished 😉
great info, I'd love to see more of these soon.
Thanks dude. I'm looking forward to making more progress.
Awesome video man! The concept art is 🔥
I could totally image it a PS1-manual
Oh my god! I watched some of your videos when I was researching the PS1 style and ways to recreate it. Thanks for the kind comment 👍
@@GameDevAcademy I actually watched quit a lot of your UE videos too!
I'm glad we are part of this niche community! Keep it up
Keep the modern camera!!!!! Great dev video!
That's one vote for modern controls so far :)
I'm glad you enjoyed the video.
⚜️Oh, distinguished comrade! In my ineffable devotion to PlayStation 1-style games, dare I inquire if thou hast any guidance for crafting potential magnum opuses in this refined realm of pixels? I deeply appreciate thee for sharing thy wisdom in this artistic and technological endeavor.
Tank controls are what adds a lot more excitement to classic horror gameplay
I agree 100% !!!!
Looks awesome man
Thanks. I'm really proud of it. I hope you'll stick around for the next update video when I eventually get to it.
this looks sooooo good man!
Hello my teacher❤
Hi ❤
Pre-watch "like" 😊
That's the spirit!
Hey man, great stuff so far! Looking forward to the next videos! Also are you using only blueprints or are you coding manually in C++ as well? Thanks
Hi. I'm only planning to use blueprints for this project. If I try to learn C++ I don't think I'll ever finish the project!
so good. eyes are too high up on the face though
You think? I spent hours adjusting the position of the eyes and nothing ever looks right.
maybe a option to change the control type?
Im late to this but I believe the site was reading the poly count not the tri count. In Maya you can see the verts and faces (polygons) were the same as the site. Each face is made up of 2 tris. Any model you make with will get broken into to tris when exporting to a game engine. This is why its not actually that important to avoid having tris in a model like people claim, it is however important to try and avoid polygons with more than 4 verts, this is referred to as an N-Gon, as they cant as easily, or sometimes not at all, be broken up into tris.
im glad u made episode 2
This is episode 3 🤣
@@GameDevAcademy oh..
Tank controls! 💯
Tank controls for sure! 😊
Modern Controls!
That's 2 votes for modern controls and 0 for tank controls! Thanks for sharing your opinion :)
the eyes look a bit too close together, but maybe its just me.
Edit: I say no tank controls unless they're resident evil 4's version of "tank controls" instead of re1-3's tank controls. Or if you must use them for the sake of horror, make them like a more responsive version of Silent Hill 1's tank controls, and not crappy like resident evil's slooooooooooow turn rate. I'm curious how analog tank controls might behave instead of the standard fixed turn rate style the old games have, maybe it'll alleviate the feeling of inaccuracy and jankiness that fixed turn speed does.
can u add a spooky wooden house? :D
Imo it would be a wise decision to upgrade that character design. There is literally nothing memorable or distinctive about him. I can't name one thing to descibe his appearance to someone.