ExORION Survivor: A Sci-Fi Hyper-Cinematic Shooter.

ExORION Soldier Dark experiments with using with more advanced PBR Materials for BONECRAWLER Dynamic Armor.

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Looks really cool with the emissive mat. And the bg ist really sweet. Is this just a skybox or volumetric clouds (guess box)?

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Thank You @Thorsten09. Yes. A Flowmap Skymap: Matte Painting Skybox Pack: Chaotic Skies in Environments - UE Marketplace.

Too Colorful?

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no i like it it looks really cool. a perfect way to set a mod.

Throwback

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this looks really cool, and feels like the theme of this could be like shadow of collosos where you just fight giant monsters. :slight_smile:
Do you plan something like using chaos destructions to rip the body appart ?

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Thank You. Truly Appreciate it. Yeah Shadow of the Colossus with Guns, Dismemberment, and Destruction. These are a Priority and motivation for Monster design. I’m using a variety of Dynamic Destruction Methods:

  1. Destructible Mesh Fracturing (Chaos)
  2. Voxel Mesh Destruction
  3. Static Mesh/Proc Mesh Slicing & Multi-Slice (Splintering)
  4. Debris Cluster Generators (my own techique)
  5. Procedural Instanced Static Mesh Deconstruction (my own technique)
  6. Skeletal Mesh Morphtargets and Bone-scaling to Deform Shape
  7. Niagara Particles
  8. Dynamic Damage Materials ie Rust, Damage Decals, Destruction Decals.
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I bet this combination can give really great results.
But i wonder, if this might be a little performance heavy.

These are different techniques to be considered when and where they give the desired result with highest performance. Environment could use Voxel Destruction, Procedural meshes could use Proc Slicing, mesh collections could use chaos, etc. Bullet decals are common and a form of damage.

I don’t let the thought of performance interfere with my experimentation. Test First, Optimize Later.

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Looking great. I think you could turn this also very easy into something like a Panzer Dragon kinda game. Not sure why, but this just reminds me a little at this game as i watch the vid.

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