hi community, here’s my first topic.
let me introduce myself a bit. compare to what i’ve seen on these forums, i 'm kind of newbie.
i work in broadcast facilities as colorist or postproducer , so i know a bit (yeah more thant that…) of CG, compositing (i use nodal systems everyday). so i’am not totaly lost un unreal engine
my project here is some kind of arcade shooter (like starfox etc…) so i started with the fly BP template and implemented what i wanted.
a boost, weapons, munition shield life a dodging system .
i was surprised how fast the blueprint system was to build such simple features.
then i started to model differents assets.(that’s pretty much longer than adding motion with bluprints… :))
has i was not inspired that day, i just made a simple Awing (it s far from perfect but sufficient for now.) i have to draw the ships now before modeling…
that done, i started the UI, with the idea of creating an interactive first person world has menus.
so i started creating the assets, kind of smooth SCIFI looking stuff.
i try to keep it low poly . everything is wetween 800 and 7000 tris.
still a lot to achieve.
i try to do modular stuffs, simple geom with differents materials to multiply the possibilities.
now i have to create angles and top.
and now i m working on the materials (i will start a new thread for optimisation cause not sure i do it the good way. as a vray user, not realy scared of that bunch of nodes but not sure if that’s good for the engine :))
the aim here is to get 6 materials in one, with each parameters tweakable for each material on material instance using simple rgb mask.
here i can modify diffuse (tint , brightness) specs , roughness , metal and normal “intensity”. i will add 2 channels of “dirtmap” and an other mask for it.
comments welcome and thanks to the community !