Hi Johnny, thanks! We're using a modular grid system. If you look at the smallest rooms or cooridors, those are one grid unit wide. Each layout is manually created and manually populated, though we re-use most of the layouts a few times... by rotating the camera we get four variations (adding some custom encounters for…
Ryan Clark : Ok, then Pior helped me to understand what your talking about Crazy explication then O_o, If I understand, I must create a grid with a grid by 4x4 pixel for work o_O... OMG it can be a crazy workflow then... Actually my diffuse workflow is this one but I must Add one step for prevent DXT compression... Or…
just using the default camera DOF attribute? quick and easy - Create a camera and open up your DOF attribute - Move your camera out away from your object and snap it to the grid. - Create > Measure Tools > Distance Tool - Snap the measure tool near the camera and then near the object - Snap the first locator to the same…
Ingame test preview to troubleshoot texture and visibility issues, grip has had very little work applied so it looks slightly out-of-place, rest of metalwork is nearly at the required 20 years out in the Cursed Earth look, overall colour scheme is pretty close to finished. It's factory new, but not the sort of factory…
@poopipe Thanks for this suggestion, haven't tried ordered dither yet. I came across this effect before, but didn't know what it was called. I'm currently rendering the loops with Blender (Eevee), but I assume the approach is similar. I shall try it :+1: Edit: Here some results, following this Pixel Perfect Dithering…
Glad to be able to help! The DK2 talk reminds me of another late Bullfrog game with two nice tricks, Populous: The Beginning. First trick was the terrain appeared to be a globe but really was a grid. The trick was accomplished by deforming the grid into a parabola, and perspective did the rest. The second trick was simple…
It is indeed a hallway, admittedly a rather wide one. I took some liberties with the proportions, not going for a 1:1 of the concept. I started by camera matching the perspective in 3dsmax trying to match the concept but I found it felt rather claustrophobic once in Unreal engine. It didn't "play" well. Slightly wider and…
This looks like a problem with your normals. First thing you want to do is make sure you properly merged the vertices on your mesh. In Maya you can snap selections to the grid by holding the X key as you move the selection. This is really important for accuracy. You can adjust your grid if you need more or less precision.…
I find myself having to zoom or otherwise move my way around the scene for snapping to work like I want it. I am getting more a hang of it now, but I still have issues now and then. Would be great if someone had a tip here :) Thanks for the video! It certainly looks nice and easy, so I guess it is jus because I am nub :)…
Have you considered having as infants and gradually growing larger as they level? You could even carry this further, by having the player breed different dragons to create new types. Having the knights heading towards the dragon's lair would at least provide some justification for the combat. The path seems very arbitrary,…