Are your widgets still designed in UMG though? This sounds entirely possible by building the individual pieces in UMG and applying transformations that you store in the INI on load.
@maik2m: Looking good! Are you using imposters in the background (I see a couple of trees slightly left of the middle that look like flat sprites?) or is everything 3d?
Thanks. No, those flat trees are lod1 but since this map has fully dynamic light i'm not able to get good shadows/lightning on small objects on this far distance. Because of this it looks very flat. The leave texture may be not ideal too. The slight green fog does the rest.
Are your widgets still designed in UMG though? This sounds entirely possible by building the individual pieces in UMG and applying transformations that you store in the INI on load.
I actually hadn't thought of that. I might look into that though. Thanks.
Been working even further on the face... first iteration on the eyebrows. Modeled and textured the teeth and the tongue.
check our thread in my signature. Cheers
Character is looking amazing already! Working on some skin shading myself for the first time, I know there is a LOT you need to consider for it to look real. Eyes are great!
I can only assume you have seen this presentation before: http://www.iryoku.com/stare-into-the-future
If not, and for other peeps, it's a great read on skin & facial shading techniques by Activision Blizzard R&D.
Character is looking amazing already! Working on some skin shading myself for the first time, I know there is a LOT you need to consider for it to look real. Eyes are great!
I can only assume you have seen this presentation before: http://www.iryoku.com/stare-into-the-future
If not, and for other peeps, it's a great read on skin & facial shading techniques by Activision Blizzard R&D.
Thanks! Yes i saw this presentation and its great would recommend this to every1!
I made the first animation of my game, the idle animation. I know there are things to improve (the neck is still a little "robotic"), but it's ok for the first version, I'm still learning things about animation.
We've been trying to fix an issue with our Deck Builder for Ancestory since it has a tendency to crash in the builds where as it works just fine in the editor, but this is how it looks like at the moment:
Really digging that UI style, stylised but clean. My only suggestion would be to make the sliders a more contrasting colour, even with the white highlight on them it's hard to see (at a glance) where each one is.
Doing some work for the 7DFPS jam. Started way late, may continue for 7 days on my own time :P Will be a shooter variant focusing on lights, cloaking & lots of sneaking around.
Little space scene we did. A lot of NASA stuff being used here, including some massive earth textures stitched today and a gigantic star field. Planet also has a dynamic day/night cycle so as it rotates it goes dark and the lights come on. Also has a separate cloud layer that rotates independently for added realism.
Really digging that UI style, stylised but clean. My only suggestion would be to make the sliders a more contrasting colour, even with the white highlight on them it's hard to see (at a glance) where each one is.
What UI system are you using, out of curiosity?
Thanks, yeah we're probably gonna revise the sliders and the buttons. The current version is done from ground-up with just blueprints, but we'll probably test out UMG pretty soon.
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