Thanks, glad you're liking it. I didn't pay much attention to optimization so currently the tree's pretty high poly coming in roughly at 180k tris. I could more or less easily bring it down to ~90k given some mesh optimization, but I guess anything under that would be most likely difficult given the complexity and fidelity of the branch structure.
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Originally posted by Syntaks View Post
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A few screens from my game - CODeX is a top down arcade about a drones, labirynths, time and the big mission.
Twitter: InsaneDevice
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Working on a few dynamic aesthetics for my game.
A character called a "Wraith" that players can accidentally become in my game (Age of Reconstruction) if they wander for too long in certain locations in the world.
Also working on a system that slowly degrades structures over time. Currently this is about how it goes, dirt, cracks, and moss only. Later I need to add mold spots and set them all up to change via timeline. Trying to capture a particular "feel". Like, if a group of marauding bandits came in and wiped out an entire town/settlement, I want it to look decrepit the next time a player wanders in looking for shelter or help.
(Further info about the game can be found https://forums.unrealengine.com/show...ynamic-FPSRPG) if anyone is interested)
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