Alo, wasn't active here, but here's the progress so far. Updated storyboard- Shot4- Working mostly on shot 4 now. Figuring out workflows in Nanite and Blender. test surface mask test blend mask shader tests Lastest screengrab Gif progress so far- Youtube -https://youtu.be/-mlVTfCAZfg Geometry nodes- Started getting into…
Project For my Uni module, we had to present 3 different designs of a mech based on a concept art and then choose one of them and model it. After some searching I decided to go with a concept art by Jakub Rozalski. The mech is the PZM-7 Śmiały which is going to appear on an upcoming strategy video game called Iron Harvest…
depends Traditionally people will use a hybrid solution where their vertex color mask is modulated with a tiling noise texture - often world space - to allow for variation based on position and if you can afford it, uniquely modified vertex color. That usually holds up fine under lodding - and if not, you just fix the lods…
You should try to find more reference of this location, so you can see it from different angles, closeups, without the motion blur, etc. One image isn't going to give you enough information, especially when you're just starting out. A lot of reference is key! Landscape in games typically mixes two main techniques...…
Yeah the skylight/HDRI strength needs to be relative to the skylight strength, I've heard a ~4:1 ratio is normally suggested, but probably depends a lot on the particular HDRI being used. Using real world values can sometimes cause artifacts with other features like Lumen having black spots or a grid artifact, I think this…
Really? - it's the second 'gameplay' video that basically featured no game at all, and what tiny shreds of gameplay there was were hidden between cutscenes significantly longer than play. Today's saw a player initially walking through a few rooms before a lengthy cutscene, followed by pressing triangle and doing a lengthy…
Available on Fab and Gumroad Contents: 1. Introduction 2. Initial Setup 3. Settings 1. Introduction Invisible Wall Creator is a tool for Unreal Engine, which enables you to quickly create collision walls around your map or around areas you don't want to allow the player to have access to. The tool utilizes splines to…
This is looking great so far. I love the color palette. I think it's worth pushing it a bit more to get it to a really good place for your portfolio. 1. The gray-purple stucco on the walls should have some weathering near the wood beams. Without this it's looking very flat. An example from here on our wiki: 2. There is a…
Hi there! I am a student at Gotland University, Sweden. I am currently studying my third year of Game Design and Graphics. So, I kind of got this opportunity to explore and do pretty much anything that I would want for two weeks. While reading this forum I've decided on making an environment snapshot. I fell in love with…
@TheDarkKnight: I might be wrong and it might be perspective, but I feel like the legs a bit short compared to the upper body. And I feel like the muscle in his left upper leg (right for the viewer) looks a bit more like fat bulging than a defined muscle. Anyway, awesome job so far! Looking forward to see more of him.…