
You can have ****** animations with beautiful character models and still look and feel better. You can easily figure out if someone was done in Poser, therefore what I say is the same thing I get when someone does something with Fuse. Its the way the characters are modeled that have an unnervingly creepy and basic look that really distracts from most designs. The character’s, no matter the customization you make, will look deadpan, even with good animation. As long as you use the models and animations as parts in a pipeline and not as out-of-the-box game-ready plug&play assets, they should be adequate for much more than just throwaway placeholders.Ĭonsidering of course, we’re talking Indie and not AAA dev with own mocap setups and actors at the ready. I think Fuse as a CC toolkit is more than fine. …it would look cheap and broken and rigid no matter how high quality the character models would be.
CAN YOU ADD THINGS TO ADOBE FUSE SOFTWARE
If a game like that used any other software to create characters and didn’t bother to apply proper shaders, any kind of face animation or head turn mechanics (for NPCs), fine tune character movement instead of insta-rotating NPCs to face the player with short repetitive idle animations all over the place etc. It has TONS of problems, with utter lack of polish being the common denominator. “At The Mountains of Madness” strikes me as a very very early alpha (therefore a bad example anyway) - one of those games that would have benefited a great deal from staying under wraps a lot longer before going the EA route or simply one where the ambition of the devs by far exceeds their talent. I don’t think that is a problem with how Fuse makes the characters look. At The Mountains of Madness has this problem. Else your game will look as dead as a doornail with the way the program makes there characters look. Just keep in mind, Fuse should be used for Placeholder characters, not Promotional Materials or Final Game.
