I thought that looked like the UE4 material editor in the material breakdown you posted and was curious about the engine change. Good luck with the transition and looking forward to seeing some screenshots out of UE4.
here's some video from recent play testing. short list of things to finish before putting out a beta. if there is any VFX artist familiar with UE4 and can do some snow whisp particles (like snow blowing along mountain peaks) I'd love to pay you some money for that, and maybe a couple other things.
FInished the water buffalo. For this one I started with a scan I picked up from sketchfab. But it's a big polygon soup, so I built a new clean model just using block modeling techniques. It's kind of fun to model that way. Like a game to see how much you can do with just cubes and cylinders. But I also got to use some…
Nice going, getting this to beta in a tad over 3 months?! and the game's title "Land Nav" reflects what it's bassically all about, kind of like cross country orienteering but for 'grunts' :) So anyway, hope all goes well with the testing, not to many bugs, also no crits from me on your hard surface modeling skills which in…
Since my idea for new career adventure mode will necessitate larger maps, I wanted to make sure I'll actually be able to do the work in a reasonable timeframe. So I setup the landscape materials, setup foliage procedural spawners, and am satisfied enough with how it looks and how much time the workflow will take to…
The compass looks great but I think the edge wear is a bit too even. The lid edges also look a bit sharp compared to the rest: The pen looks a bit too artificial, perhaps adding some more roughness variation and some scratches/wear, especially on the metal tip, would help it look more realistic. Notebook and wood backdrop…
It has helped a me a lot. Main problem i had (have) with code is understanding how one thing points to another, or derives from it, etc. The vector math and logic and all that is pretty straightforward - can just look it up and seems like people all doing the same thing there. But nobody ever really explains how…
Been working on the tutorials for LANDNAV. It's a lot to write. I've been able to put World Creator to good use in helping make some of the instruction more visual though. In image below, for example, I'm showing an example of terrain features in a way that helps understanding the relation between contour lines on a map…
Got the straps blocked in. I tend to get carried away trying to make tiny details perfect to real life. Like the quick release system. Lots of small pieces. But you won't be able to see it, so an approximation is fine. Give the illusion of detail but don't spend an entire day modeling a piece that will be 3 pixels on…
I don't got enough time to start new model before heading back to work, so I went ahead and fixed the issues with the normal map. Made some other tweaks to geometry and also changed the textures a bit too. I made the green paint slightly smoother and added more contrast on the roughness map overall. I also exaggerated the…