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Hello again all Im stiil working on nothing left its now turned in to a resident evil style horror even with the pre rendered backrounds i have mastered the art at. I will post some pictures. sureley a lot of people miss the old fixed cameras and chilling locations of the 90s games When it was truly survival horror.
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https://www.youtube.com/watch?v=uSv2OAphSiw
Hello. Here is my project, and hopefully i'am someday i'am proud owner of Fast Dragon Studios. This video is laggy, as the time this was filmed, there was no options screen. If math is correct then the world size should be around 200 square kilometers. Stay tuned, and like my footage. As it's all i got.
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Back on finishing this data-driven weapon system after finishing some contract work. The below video gives an overview of where its at. I couldn't find my mic and its hard to make spreadsheet work exciting, so sorry it's a bit dry.
And here's the latest playable if anyone wants to check out the weapon feel or mess around with the editor. ~332 MB download.
http://www.mediafire.com/file/b0cb4o...wsNoEditor.zipLast edited by twothreesix; 03-16-2017, 10:11 PM.
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STONE RAGE
StoneRage Steam: https://store.steampowered.com/app/640860/Stone_Rage/
https://stoneragegame.com/
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Hey all. I put some small clips together of 3 of the latest levels I've been working on.. they're still a work in progress and I know the video seems a bit dark. It's not that dark in game.
Let me know what you think.
For additional screenshots and vids please visit www.jlssoftworks.com
https://youtu.be/-KRhTjqWhhE
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Working on a zombie apocalypse game in the uk. The character will be a scottish TA, soldier trying to find his familey and a way out. filled with authentic sights you might see in the uk with detail. Ive been out around the streets taking as much information as I can for this game hope youll enjoy it.
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Hey y'all!
This is my first time posting, so I hope that you enjoy the content.
The goal for this project was to create a "pretty corner" for a game environment pipeline. This includes creating a material pipeline that works well with both hero and modular props using material attributes, complex materials for lighting effects and particles, and a spline system for pipes and vines. I also wanted to learn more about the proper ways to light a scene to evoke the emotions that I wanted.
I implemented a material system for modular props that allowed me to paint masks in Painter, create all of my base materials in Designer, and then comp them together in Unreal using 3 Material Attributes and a Material Function that made it look wet wherever I vertex painted. Then I added various decals to add more wear and grime. For Hero Objects, I fully painted them in Substance Painter, then used 2 Material Attributes in Unreal to add extra wear on top, then added decals.
The original concept is from Mike Garn. I then pushed it to encapsulate the elements I wanted.
Modeled in Maya, sculpted in Zbrush, base materials made in Substance Designer and Zbrush, masks and hero objects painted in Substance Painter, maps baked in Marmoset, shaded, placed and rendered in Unreal Engine 4.
https://www.artstation.com/artwork/rdaBE
https://cdnb.artstation.com/p/assets...jpg?1490129021
https://cdna.artstation.com/p/assets...jpg?1490129520
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