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    Hello all.

    Here are a few screenshots from a game I'm working on called The Way Back. It is a puzzle/adventure game set in a fantasy world. Please let me know what you think so far. Thanks.

    For more you can visit my website at ---> www.jlssoftworks.com









    Attached Files

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      Working on a realtime character render. Started with the Cubebrush artwar contest, moving on with this!

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      See you guys! I'llpost the final render.

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        Got some nice dynamic text to finally work
        Offering my Freelance Game Design ,Counselling and C++ Programming Skills!
        https://forums.unrealengine.com/show...ner-Counseling

        Marketplace Assets
        Melee Tracing Plugin:https://forums.unrealengine.com/show...Tracing-Plugin
        Medieval Combat Starter Kit:https://forums.unrealengine.com/show...at-Starter-Kit
        Foliage To Blueprint:https://www.unrealengine.com/marketp...e-to-blueprint

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          Character work... this isn't rendered in unreal by the way, used keyshot for this...

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            Realtime Character development for our upcoming game. This is 1 of 7 playable characters using an alternative outfit. UE4 Tech Demo to come soon.

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              [QUOTE=LethalLotus;674400]Realtime Character development for our upcoming game. This is 1 of 7 playable characters using an alternative outfit. UE4 Tech Demo to come soon.

              NOICE!!! , is this rendered in unreal? looks amazing! anytime I manage to finally get a character into the engine it kinda looks like playdough lol...

              added a few tweaks to my character...

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                [QUOTE=L04D3D;674487]
                Originally posted by LethalLotus View Post
                Realtime Character development for our upcoming game. This is 1 of 7 playable characters using an alternative outfit. UE4 Tech Demo to come soon.

                NOICE!!! , is this rendered in unreal? looks amazing! anytime I manage to finally get a character into the engine it kinda looks like playdough lol...

                added a few tweaks to my character...
                Yes this is realitme rendered in UE4 4.15. I struggled at first to understand skin and hair rendering until I dug through many tutorials to find the right settings to get it to look this good. For skin rendering have a look a the content examples project and learn about skin rendering and subsurface scattering. As far as hair goes, making it look good takes a lot of tweaking and playing around but I learned a lot from the Paragon hair card technique that is used used and also self shadowing so that every strand creates a shadow.

                Don't give up and just keep tweaking and playing around with different settings along with watching tutorials and you will get it

                LINKS:

                Subsurface scattering and skin technique:

                https://docs.unrealengine.com/latest...To/Human_Skin/

                Paragon hair technique
                Last edited by LethalLotus; 03-02-2017, 12:43 AM. Reason: added reference links

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                  Newest screens from our project Venineth:

                  Already on Steam Greenlight!






                  Project Venineth: Twitter | Website | Youtube | Steam Greenlight

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                    This is a game called "Diode" I'm making in my spare time.
                    The prototype is available for download here: www.diodegame.com

                    Youtube
                    Playable Prototypes
                    Portfolio
                    Art Station

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                      Really glad I took the time this weekend to go back over the base characters and get rid of that horrible looking temporary character.

                      There are still some minor tweaks that need to be done but for now, this will do as work needs to done on the character customisation menus.


                      Both new base characters are set up to have parts of the body hidden for different apparel wear and morph targets for the additional faces that can be changed out.
                      At the same time haveing to scale both characters to the same size may not be "realistic" but for workload and animations, it will save allot of time in the end.
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                        Gamesparks based skill system, skills are dynamically fetched based on NOSQL records, and initially setup within a structure. It took awhile to make this all work to get desired icon art, gamesparks communication, and the related code to setup a uniform grid, and populate it with the various skill slots. The system to generate the skill grid is based on the RPG inventory grid blueprint code, but heavily modified. Next in line are additional active skills, and if there is spare time test other options for skill slot layouts. However, so far the skill system is in place and working, and it feels good.

                        [LEGENDS of EPICA][Twitter][FB][YT][Vimeo]

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                          my little Roman RTS army, as described by Polybius (without cavalry yet), but heavily downscaled because of performance:

                          Edge of Chaos RTS
                          "Age of Total Heroes" - RTS Pathfinding and Movement System for UE4
                          RTS Camera C++ Tutorial

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                            My atempt to replicate Dynamic Dicing Destruction (https://www.youtube.com/watch?v=v4aGLSe42eM) in UE4.



                            Link for demo:https://mega.nz/#!axo3WZxI!9BfGQ5WNi...Y9xF_kiRALaxvI

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                              Some of the props of my upcoming marketplace product.

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                              Simulacrum Game | Play The Alpha | Caldera Entertainment | Twitter | ArtStation

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                                Just working my way to our vertical slice build of Steel Hunters.

                                Trent Polack (@mittense)
                                Personal Site | Development Blog | Joy Machine

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                                Working...
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