I'm kind of confused about how the SDK works, we cant make new helmets and stuff to wear? or weapons? but if we make a new map we can populate it with NPCs that wear custom props? Still awesome though! Can't wait to see what people come up with.
After just outright asking Anichini himself about it, I think making the transition to UE4 will probably be the best option. Since I'm planning on making a long stay with development in Unreal anyway, it's probably best I just bump up to the next best thing. @Fearian. I've sorta been debating the floor details in terms of…
Finally got around to make some actual NPCs for Lumplands so I started with his family. Also made the Playboy-lump, DJ-lump and finished of the grunt-lump and will be posting those tomorrow...ish? Also made some miniscule progress with Bridget. Making the Jojo and forhead ornament. Looks, well, less than good with the…
The pillar is pretty high poly but it is also a really well baked normal map on low. The chandelier on the right is polys with alpha. So when we think about draw computation even something as dense like that is not so bad considering behind that is a relatively simple mesh roof arches shape. so since it is on that spot it…
Haha :) I did want to move away from your standard square jawed disposable npc. Your right though he does look like a nice guy. Regarding the trousers, yeah fair points they could be dirtier. Im still playing with it so thats something I could relatively easily add in. I do want to make him really angry next though.
Yeah I remember that part, one of the scariest parts in the game. But you just said it, they attack from darkness in the ceiling. You can't see them and your health result is purely on quick reflexes to avoid an attack. Scariest part in RE4 for me were the regenerators, because without that scope, it would take a long time…
will try this out... Thanks Xenobond, and no rush in making the proper server since there are things that I am still trying to learn.....For example Inviting the NPCs to work for you. =\ I would wait atleast atleast a week or two before I expect many servers to be up.
I am not aware of any engines that use the metalness workflow but don't claim to have physically based shaders, but that in itself doesn't mean much. Again, its not mutually exclusive. However, you do not need a metalness input to have physically based shaders, its simply not a requirement. If you take the time to…
I think most of the "big improvements" in the next console cycle with tech like UE4 will be stuff like better shaders capable of more instructions, higher draw call limits, better fx, much better lighting, plus all the fancy DX11 stuff in limited use nowadays like Tesselation. Most of that we can already see in Samaritan.…