well i've finally seen Wreck it Ralph and i loooved it. too bad for Sugar Rush tho, now i feel i definitely can't use that name. on the other hand, it reminded me of an early abandoned concept i did for this game. good thing i ditched it :thumbup:. i will keep the grassy rooftops and facade designs tho. sugar based architecture is a no-no now..maybe a little.. :shifty:
a smaaall update. found some time for my pet project at last. a few roof tiles for now and some very basic vegetation that i will show once it's..not so basic. roof was a real bitch to make. still need to work on colors to match the buildings but that's it for now. there won't be much roofs anyway, i like the grassy building tops better so i'll work on that now. and some rocks.. cheers
Very happy to see you're still at it! Roof is looking good so far. From a distance, the shader makes it look like brown clam shells. Maybe giving it a softer, milkier color like opal could do the trick?
tnx guys, yeah its been a while although i was mostly tinkering with frontend and UI ..finally got rid of UT stuff and made a simple UI and cooked it properly.
Makkon, yes, the roof color still bothers me. it needs to be more bright but then it burns often if hit directly by the sunlight. i'll take care of that later. i dont mind the shell look, it's not what i was going for but i didnt want it to look normal either
I think I fell in love. This is really amazing. I love creepy things and the environment begs to be explored. I'm really glad I saw this thread and I look forward to more!!! If you ever make this into a game I would definitely buy it.
hello polypeople,
tnx for sweet comments cholden, KristaW, AbKI, Lazerus Reborn, im happy you still like it
@ PxelSlayer, lol srećo, will do
here are the new screenshots
some new assets, lots of green color added. too much maybe ( even the roads are grassy now, might not like it tomorrow) new windows with a neat parallax interior effect ( a bit over-the-top still but i like where it's going) a couple of new wall tiles and archways..
made my first stencil ever..
better light environment ( realtime shadows + baked in the distance)
the ball-trees are quickly put together just to have something there, i will make some topiary thingies later
the cliffs in the bckgr are temporary, so is the sea..better than having a black hole beneath the level :P
finally managed to cook the game without errors and install it..sadly, the gameplay is still just about jumping and twirling around
these circular windows wont be ''pasted'' on the wall like that...need to make a few wall tiles with matching holes..
this is the fakey DOF...i'd like to achieve something like that in postprocess later on..
i'm moving my stuff from UDK to UE4, thank you Epic for the blueprints!
Sugar Rush will have to wait for a while as i get better at blueprinting, that's why i'm doing an even simpler game called Suspended Cop. so i guess i will be posting mixed content here because both games have similar visual style..
thanks lotet!
yeah, it will take me forever to make the shaders again : ))
meanwhile, here's a little preview of how the chopper maay look like once painted..still some modeling left. i'm looking forward to tinkering with physical shaders for this one because of all the reflective levels and paint layers..
cheers!
@sltrOlsson i'll try a few paintjobs for sure, this one might look confusing once in-game :thumbup:
@Fomori tnx! there is plenty of tutorials on blueprints on Epic's youtube channel and it's useful to dig through many free samples on the marketplace. even break them to see how things work
i know some of the UDK's Kismet but blueprints are more abstract so it takes a while to get the hang of it :poly121:
here's another small update.
i love Substance Painter, it's been a while since i enjoyed 3d so much : )) this color scheme is far from done but it's fine for now.
i need to make a basic skeleton for the flaps, rudder, gears and the bottom hatch and figure out how to hook up the animations with movements.
Hi, here's the first in-game video.
the helicopter is not 100% done and it's the only original geometry, everything else is a stand-in using epic's starter content. concerning gameplay, the key stuff is working but needs a lot of polish (HUD especially) minor glitches with pickups, weapon accuracy, mouse drifting off-screen on a dual monitor setup ( really annoying ) and rope physics that suspend the character ( making him move without much glitches is a whole other story ) need moar work.. still, i'm very happy with Blueprints
fraps had some issues resulting in a crappy aspect ratio..
tnx guys,
SugarRush has to wait a little more, i will come back to it when i learn enough UE4. i got stuck pretty quick so i decided to start with something eeeeven simpler
helloooo! to keep this thread from closing, i will take this opportunity to whore my new ArtStation link, it was about time: https://www.artstation.com/artist/brajan
Replies
well i've finally seen Wreck it Ralph and i loooved it. too bad for Sugar Rush tho, now i feel i definitely can't use that name. on the other hand, it reminded me of an early abandoned concept i did for this game. good thing i ditched it :thumbup:. i will keep the grassy rooftops and facade designs tho. sugar based architecture is a no-no now..maybe a little.. :shifty:
Makkon, yes, the roof color still bothers me. it needs to be more bright but then it burns often if hit directly by the sunlight. i'll take care of that later. i dont mind the shell look, it's not what i was going for but i didnt want it to look normal either
Glad to see its still alive ;D
Say hello to other girls in the office for me, will you?
Luv ya :poly108:
tnx for sweet comments cholden, KristaW, AbKI, Lazerus Reborn, im happy you still like it
@ PxelSlayer, lol srećo, will do
here are the new screenshots
some new assets, lots of green color added. too much maybe ( even the roads are grassy now, might not like it tomorrow) new windows with a neat parallax interior effect ( a bit over-the-top still but i like where it's going) a couple of new wall tiles and archways..
made my first stencil ever..
better light environment ( realtime shadows + baked in the distance)
the ball-trees are quickly put together just to have something there, i will make some topiary thingies later
the cliffs in the bckgr are temporary, so is the sea..better than having a black hole beneath the level :P
finally managed to cook the game without errors and install it..sadly, the gameplay is still just about jumping and twirling around
these circular windows wont be ''pasted'' on the wall like that...need to make a few wall tiles with matching holes..
this is the fakey DOF...i'd like to achieve something like that in postprocess later on..
This is looking so great! Love it love it love it!
Keep up the great work, would love to see more xD
Man that is looking sexy. Man...
very original, love the little guy's umbrella, looks fantastic
i'm moving my stuff from UDK to UE4, thank you Epic for the blueprints!
Sugar Rush will have to wait for a while as i get better at blueprinting, that's why i'm doing an even simpler game called Suspended Cop. so i guess i will be posting mixed content here because both games have similar visual style..
Suspended Cop has a basic gameplay by now but not much visual assets except this little helicopter test in 3dsmax Suspended Cop, helicopter wip1 - YouTube
more updates soon,
cheers!
yeah, it will take me forever to make the shaders again : ))
meanwhile, here's a little preview of how the chopper maay look like once painted..still some modeling left. i'm looking forward to tinkering with physical shaders for this one because of all the reflective levels and paint layers..
cheers!
Love to see that you're back on this! Gogogogo!
@sltrOlsson i'll try a few paintjobs for sure, this one might look confusing once in-game :thumbup:
@Fomori tnx! there is plenty of tutorials on blueprints on Epic's youtube channel and it's useful to dig through many free samples on the marketplace. even break them to see how things work
i know some of the UDK's Kismet but blueprints are more abstract so it takes a while to get the hang of it :poly121:
(0) (0) What the fuck am I looking at?????
__I__
{____}
Not what what I thought it'd be.......yet I'm loving this! The colors! The animations! Bravo!
hahah, tnx man, i'm gonna have to change the title if i ever go through with this. or just sue Disney :poly121:
If it's ever finished and released I'd buy it instantly, probably one of my favorite characters ever
Style is superb!
I loved that freak character btw! hahaha
i think the hipoly is done. added the headlights and a belly hatch where the cop will be suspended from..
tnx man,
i'm using inverted occlusion with a few tweaks (mray), its neat for a base, yep
here's another small update.
i love Substance Painter, it's been a while since i enjoyed 3d so much : )) this color scheme is far from done but it's fine for now.
i need to make a basic skeleton for the flaps, rudder, gears and the bottom hatch and figure out how to hook up the animations with movements.
Hi, here's the first in-game video.
the helicopter is not 100% done and it's the only original geometry, everything else is a stand-in using epic's starter content. concerning gameplay, the key stuff is working but needs a lot of polish (HUD especially) minor glitches with pickups, weapon accuracy, mouse drifting off-screen on a dual monitor setup ( really annoying ) and rope physics that suspend the character ( making him move without much glitches is a whole other story ) need moar work.. still, i'm very happy with Blueprints
fraps had some issues resulting in a crappy aspect ratio..
SugarRush has to wait a little more, i will come back to it when i learn enough UE4. i got stuck pretty quick so i decided to start with something eeeeven simpler
Looks like a great start btw!
new updates coming soon, cheers!
i finally made a huge rock that i plan to split up into smaller pieces later. the desert looks a lot less deserted now
cheers