(Original post:)
Hello Polycount, here are the beginnings of a side project I'm currently working on in my spare time.
This is an action adventure game in which you play as a sentient walking shark named Finlay, who is on the hunt for escaped aquarium animals. The setting is a decrepit castle.
Ideally, I would like to create a playable game demo, but for now the focus is just on developing the visual components of the game in Unreal 4. This way I hope to give purpose to what I'm doing, which is practicing my skills at environment and character art.
Replies
Update on the villain character, textured in Substance Painter. Next up will be the main character model, or some environment props.
Here is the player character, in Substance Painter and in Unreal with dynamic lighting:
Edit: lowered glossiness of materials in Unreal
I've been experimenting with ways to allow the player to see through walls when inside interiors. Initially I used material opacity to cut away at walls as the player moves around, but this method didn't allow the walls to receive shadows. I've switched to using fully opaque walls segments that are hidden as needed.
I find the screenshots in this post to be very bloom-y and blown out, and they don't have the range of value that the original shots had. Even your most recent shot from the 14th feels bloom-y to me (especially bright/metal things - the candles, frame in the background, etc).
The game is a semi-linear adventure game featuring stealth gameplay. Swim through pipes, evade robots, and clean up the polluted castle that you, a shark, live in.
Here are a variety of images from the first section of the game, to show an overall view of it. Because the player will mostly see things from this distant, sideways perspective, most of the props aren't especially detailed. I also tried to reuse structural pieces where possible.
In later portions of the game (not pictured), you go on to meet your neighbour, who puts you to work cleaning up and tending to her garden. Once you complete her quests, you are able to move on to the industrial foundry next door. There, you will confront the robots who are responsible for the pollution.
Possible image to use for the main menu, marketing, etc.