is Blueprints based Creature Creator Application using a 3D KitBash Methodology. With MonstaMASH, developers can create and customize complex Creatures inside their Games! Reverse the Construction process for Destruction!
MonstaMASH is seeking…
3D Modelers to author new 3D Modeled Organic and Mechanical Parts & Pieces.
OR dissect/modify existing 3D Models to extract Organic and Mechanical Parts & Pieces for the system.
Creature Animators with thorough understanding of UE4s Animation System {AnimBP Statemachines, Blendspaces, AimOffsets, Animation Slots, Poses, IK/FK}.
VFX Artist with thorough understanding of UE4 PBR Materials Blueprints and Niagara Particle System.
Blueprints Programmers with BP Networking Experience to assist in the development of the Multi-user Construction Editor.
Thank you F3NR1S. Full Customization with Procedural Tools to assist in the construction process. The smaller/granular the parts, the greater the variance. Performance is always a concern and priority, the system makes use of Instanced Static Mesh Layers & Level Of Detail ISM layers, Crowd System for large quantities of Animated Skeletal Mesh Parts, Custom Local Occlusion and Material Instances.
Collage Construction evolved out of Zombie Apocalypse Game Concept: Project Frankiestien using “Flesh Golem” for Zombies. The goal at the time was to attach different body parts to a humanoid skeletal mesh to create a variety of monsters. I didn’t have body parts meshes on hand, so I used primitive geometry shapes. In developing the Collage Construction process, I envisioned assembling different types of abominations of both organic and non-organic objects, of various size, shape, design.
I believe with full powered manual control over position, orientation, scale and arbitrary/filtered attachment of meshes (and other components) assembling mechanical entities from modular parts can yield vastly improved and deliberate results:
[TABLE=“width: 1024”]
[FONT=sans-serif]
The Thing[FONT=sans-serif]
[FONT=sans-serif]
[FONT=sans-serif]
The Worm That Walks
Body of Bodies
Elemental Golems
Mechanical Entities
3D modelers to author new 3D Modeled Organic and Mechanical Parts & Pieces.
OR dissect/modify existing 3D Models to extract Organic and Mechanical Parts & Pieces for the system.
Creature Animators with thorough understanding of UE4s Animation System {AnimBP Statemachines, Blendspaces, AimOffsets, Animation Slots, Poses, IK/FK}.
VFX Artist with thorough understanding of UE4 PBR Materials Blueprints and Niagara Particle System.
Blueprints Programmers with BP Networking Experience to assist in the development of the Multi-user Construction Editor.