back to the game project again. A deer hit my car a few months back on only just recovered from it. I'm picking up where I left off. with some fresh eyes on the project it's clear I need to rethink the graphics. Going to build out some 3dconcept in zbrush to see what I'm looking for in target models.
got the toon shader done and working with all the lighting. I have strategy and workflow for this game's look. Basically I have created atoon shder with all the controls I need but has no color. Instead of coloring each object I will just "paint with lights". My toon shader is designed to work with the Unreal lighting…
The modeling tools in Unreal changes how to see and use the engine. It makes creating environment and character chunks easy. Just do it all in one place.
I'm a game and vfx vet. Paid off my student loans working at others God forsken companies. Tomorrow I'll have something more important to show than a key base mesh zbrush model for express character development.
Just finished the nude base character model with all the sections and time saving symmetry. I use a socket system I came up with in UE5 so there is no skinning only snapping. It's just hard weighted overlapping parts. I use code to assemble it all together. The reason for this is so I can have fully destructible meshes and…
Got the system in and working. Chaos collection are currently buggy and may have to use an actor wrapper workaround to prevent crashes. Will take another solid day to put the bow tie on this system and get back to completing the game. This is the hardest system to build because it's entirely about "what is" the best…
Figured out enough as to how and look of environments. It's all about make hallways and chunks that can be repeated. Next is take the Quake Champions ninja rip model and redo them. I like the ID 3D Artist art style. They know shape and balance well but I gotta make my own version for legal reasons. The idea is to remake…