Update on my FPS project: - Added base locomotion system, mixed it with procedural animations for sway, delay, crouch and jump. - First person body + animations + logic - Added run - Added stamina system - Dash - Added some sounds Your browser does not support HTML5 video! https://i.imgur.com/02J7nF4.gifv
For the shader I just went with whatever would look decent enough in the viewport since I am planning on seeing it more in a game engine than Blender. But I'll take a screenshot of what I used. It was mainly having some ridiculous values for some stuff like SSS and IOR to get some of the highlights etc. I didn't do…
Hello everyone, We need to fill the position of programmer for a PC game we are developing. There is an experienced programmer on the team who has already done a lot of work, but he needs an assistant and someone to move the project forward. We are at the stage where we have a very carefully prepared design document and…
Post: Hello! I’m working on Pokémon Lunacore, a fan-made Pokémon MMO set in a unique region inspired by California. The game features an original story where Team Midnight captures a corrupted Victini, a Dark/Electric-type Pokémon, to experiment on it. The experiment goes wrong, putting Victini into a deep slumber.…
Nice blockout! I would suggest choosing your rendering system first, then set up the ground shader to work within it. For example, in Unity I would use a layered shader, and paint a mask where the water would be on the concrete. And add some clumps of dirt as geometry.
We have done some tests today with the cry and Unreal -engine day and night System. The cryengine day and night System seems to be the better one. Maybe it is a funny question but is there something like a season sytsem ??? Would be nice to have a Switch from summer to winter time :-)
Hi everyone, Today I released the Alpha version of a tool I’ve been developing called HardCuts. HardCuts focuses on fast hard-surface concept modeling using voxel booleans and parametric shapes. The idea behind the tool is to make workflows like these very fast: • blockout shapes • boolean cutters • base mesh creation •…
It was a very common technique once with combining multiple neighboring objects in a single, often non-square texture for a sake of having one shared distant LOD object in systems using hierarchical lods or lod grouping . Still works with that logic and good for mobile games for sure but AAA games moved toward UDIM…
sometimes its also just part of the outsourced work that nobody ever sees. and to be fair its realy hard to sell a million nose shape outside a character creator system.