Some clothes I have been working on:
3:32
Very good. * -_- *
Man, you are very close to make a true sinner city out of this game ;)
I haven’t seen that movie… What’s the point?
You are thinking in Sin City.Ive said sinners,
que me referia a ciudad de pecados con tantas mujeres con estas buenas curvas hehe
Si es que siempre os fijáis en lo mismo
Hard to fight the DNA but seriously, it looks awesome tech wise.Try some time to place a slightly reflective cubemap on those marble white floor tiles to see if it catches the eye more.
It has, but only when it rains.
The torches are also water resistant. And people should run when it rains, but something must have broken in the scripts.
Hello Cobalt, i am a hard-surface 3d modeller, and your work is extremely impressive!
I am currently building a map in 3ds max for import to UE4 for a game called “Insurgency: Sandstorm,” however, the SDK and Editor are not released, and possibly never will be… I would like to submit an application for: 3D Modelling/UVW Unwrapping models and creating custom OLD’s/Animation (preferably in Kismet, i am not great at human animation, but excellent at Kismet anim with multi-objects.)
Hi Jondavis99, do you want to collaborate as a 3D modeler and animator?
Would be great to work with another artist… Yes!
BTW: for that last scene, you could render rain-pools with a modification of “Blend by slopeAngle” : https://www.youtube.com/watch?v=CbiEQNL12A4
Good, please email me at and we’ll talk.
Hey It’s Amy P () from UDK forums. Finally I’m here, following your thread.
Aaaaaaaaand… Now I understand why you don’t want to migrate to Unreal 4 XDDD I got stuck on simple things with Blueprints (like that ■■■■■■■ Calculate Direction changed in version 4.21).
Question. This last screenshot, are you using Gaussian blur kernel with fog? Has it been used to help with LOD transitions?
DOF is SimpleDOF, and I using one exponential fog on the map.
I’m using an direct light, an ambient light with different values for top and down, another direct light opposite to the sun, and two ambient occlusion nodes. I use different LUTs too. So with that you have 9999999999999999999999999999999999999999999999999999999999 (+ or -) posible combinations, and with some time, you can find good values.
Ah now I get it. I was thinking why the backgrounds screenshots look different in your posts.
Day/night cycle changes lights, sky texture/colors, and the fog. Rain change parameters too.
Armor VS no armor
[FONT=Trebuchet MS]Fight between armored and unarmored bots. Normally armored ones wins.
[FONT=Trebuchet MS]The bots are equal in fighting ability and health, they are using the same weapons, and th[FONT=Trebuchet MS]e only different one is the big guy who has the most strength and health (but no armor).
Now each cloth piece has a protective value (nothing, leather, metal, etc.). The body is divided into 28 zones where, on impact, damage is applied according to the armor value.
New damage and getting up animations have been added. So ragdoll is used less often, only when hits are very strong, or are repeated, or die.
There are some bugs, animation that are truncated, root motion that are deactivated, etc. The next thing to do is to fix these bugs and add fatality animations.
With that, you have a more complex aesthetic than 99% games I’ve been playing ^^
I didn’t notice any difference in the rain, nights and days on Ghost Recon Wildlands, for example. I barely noticed any difference for atmosphere changes in Red Dead Redemption 2 XD
The body is divided into 28 areas!!! @_@
The trimming feature is very impressive. It is really cool work.