I would recommend not modelling the muzzle break like that. It is going to be so far down the players view that it will look no different then a cylinder with an alpha map on it and a highpoly with bevels for holes. I wouldn't model the ridges in the pump either. The players hand will be on that. High poly looks good, but…
lovely model but those planes look horrific, honestly just do it with some real geometry - the additional polygons are less of a performance drain than 18 transparent pixels on top of each other and look much nicer. As shadownami92 says, this isn't even player facing and from another player's perspective it's going to be…
Yea, I was super pumped when I saw Nomura come on, and then there was gameplay. Watching Noctis fly around, hopefully player driven, revived my faith in Square. Super pumped for more info as it comes out. I'm really hopeful for the NPC/player teamwork that it seems to have in order to take down some of those bigger enemies…
We have recently added to Steam Greenlight, as well as a new prototype video update, detailing Create a Player (CAP) and Abilities. Please help spread the word, upvote and follow! Thanks guys. http://steamcommunity.com/sharedfiles/filedetails/?id=126109020 [ame=" https://www.youtube.com/watch?v=-kn8xwa50O8"]PROJECT…
It's a player deployed bomb that creates a black hole. I had planned on creating a distort material and applying it to a player facing particle. The view will be top down, but rotatable. Can you go more into this World Transformed refraction? I tried to google it, but this thread popped up as number 1, and the other…
It's fun single player. It's fun multi-player. If you didn't like Castle Crashers, then it may be that you just don't like these kinds of games. Pass on it, or try the demo :) . I totally forgot I had Blaze Blue!! Now I got a new arcade stick, so I should fire it up.
Raul - thanks, yeah the top left image would be closest to the players view of the gun as its a low handling gun... I did focus on rounding off to what a player would see in that view. I see i missed a place or two though. thegodzero - yeah.... i know what your saying.
You could use a trigger volume and link that to the local rotation of the spring arm for your character. If the player is able to rotate the camera freely before entering the camera volume you will also need to disable use camera rotation from controller inside your blueprint for your player character upon entering the…
hey again guys, just posting a little flow chart I made with the help of my friend Nrek. the red line represents a theoretical path that a player would use to traverse the level. the bridge may become more crumbled with chunks hanging in a web of vines. the player would hop from chunk to chunk.
a wipeout mod in the unreal editor sounds pretty nifty. if that is going to be the players ship I feel that some more interest could of been put on the players perspective of the ship. Like putting some of that panneling effect u have on the side and top - take that around to the back too. Good job for your first asset.