Hey man! You probably don't remember me, but I met you briefly at the meetup. I saw your stuff in the recap and I was like, "Oh $&#@, I met that guy at GDC!" So, yeah! Awesome to see your progress!
Still love the style. Keep up the good work!
_Kratos_ - mostly Blueprints, with some exceptions. All the gameplay is 100% blueprints so far.
I've added C++ for a new lighting mode called "nondirectional" so things like grass can be lit without taking the light direction into account (either on/off) but still be shaded by shadows. I added some debug rendering modes as well because part of the game's look requires temporal AA so I need to debug it a lot. And I edited the CG shaders at the heart of Unreal's deferred rendering so I get the comic look with big guttings to the lovely PBR rendering.
This is looking very interesting! I'm always interested in driving games that are using the fun of driving around and blending it with stuff other than just racing
I rewrote a lot of the shaders in UE4 at the start of the project and I've only just gone back and fixed some up. This is a bit of a look at the current specular:
Basically, it's totally bogus and nonrealistic. I wanted a specular that would give that Transformers robot look where you regularly can make out the shape of an object with only a few colour blocks. Often a blinn/phong specular produces either no highlight or a massive highlight that blows out the shape - here I've made a spec that tends to produce a long, thin highlight all the way down your objects.
@Kurt Russell Fan Club Amazing style! I'm digging on the simple and effective character models and rendering. Definitely a Hotline Miami/ GTA vibe as referenced earlier but I like the creepy undertones and think it will translate well into this type of game. Looking forward to seeing where you take this game. Keep up the great work!
And I edited the CG shaders at the heart of Unreal's deferred rendering so I get the comic look with big guttings to the lovely PBR rendering.
Fantastic work! I've been following your progress on your twitter for some time now, and it is quite inspiring.
In the context of what you mentioned previously, my development partner and I have been going back and forth over the use of UE4 for stylized game graphics. It would be great to hear how you feel about it considering you have achieved it, but at the cost of touching engine source code. Unity allows for shader writing in a much more accessible manner (discussed here: https://forums.unrealengine.com/showthread.php?106655-Is-Epic-doing-anything-to-address-UE4-s-crippling-shader-problem )
Related question: does your material editor still work/do you use it after having "gutted" it?
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Here's the latest animations for the player running / dashing. More stuff coming soon
Are you doing everything yourself?
Fomori, yep, I'm doing it all myself so far.
Still love the style. Keep up the good work!
Impressive! Good on you for having such well rounded skills
Are you using Blueprints for this? Or is it propper coding?
We wanna see some more of it! Keep updating!
_Kratos_ - mostly Blueprints, with some exceptions. All the gameplay is 100% blueprints so far.
I've added C++ for a new lighting mode called "nondirectional" so things like grass can be lit without taking the light direction into account (either on/off) but still be shaded by shadows. I added some debug rendering modes as well because part of the game's look requires temporal AA so I need to debug it a lot. And I edited the CG shaders at the heart of Unreal's deferred rendering so I get the comic look with big guttings to the lovely PBR rendering.
Basically, it's totally bogus and nonrealistic. I wanted a specular that would give that Transformers robot look where you regularly can make out the shape of an object with only a few colour blocks. Often a blinn/phong specular produces either no highlight or a massive highlight that blows out the shape - here I've made a spec that tends to produce a long, thin highlight all the way down your objects.
In the context of what you mentioned previously, my development partner and I have been going back and forth over the use of UE4 for stylized game graphics. It would be great to hear how you feel about it considering you have achieved it, but at the cost of touching engine source code. Unity allows for shader writing in a much more accessible manner (discussed here: https://forums.unrealengine.com/showthread.php?106655-Is-Epic-doing-anything-to-address-UE4-s-crippling-shader-problem )
Related question: does your material editor still work/do you use it after having "gutted" it?
Keep up the great work!