This week I’ve been working on ilumination, Foliage, vertex painting and just trying to make the scene fuller without loosing sense. The ilumination theme is a little bit later than the sunset, which is why everything is dark, please note, that this is not the final ilumination, just the first pass. There are still corners and some zones that haven’t been lit yet, im trying to figure out how to do it without making it look forced.
Hello, I’ve been away from my computer since I had to travel for a family emergency so these past weeks I haven’t been able to progress as much as I wanted to. But here it is some of the progress I have been able to do.
And a Gun Locker, this model is missing the UNSC Logo, but, I’ll do it as a Decal, since there are several Assets that share the same Logo.
This week, I mostly focused on the Ship (Heroe Asset) and some technical parameters in UE. Here is the first texture pass, which is mostly the basics of materials and colors, the details and a more realistic result is next week goal, as well as finishing the Primary Weapon.
In Halo, there are some situations where your player camera will shift between First and Third Person (e.g. When you capture an enemy’s flag your camera will automatically change to Third Person). So I programmed this, into my UE Project
I had to fix some collisions from a couple of my assets, I did the Morph Target of the Player character and added the Primary Weapon to the player through a Blueprint I created.
I’ve been having a lot of problems regarding the Morph Target and animating the character in general. I read on Reddit that it might be an UE 5.0.3 Issue so i had to start over the Animation Blueprint which is currently in progress, once again. I did have enough time to fix most of my past assets texturing, since some had unrealistic borders. Plus, I made the roughness look better so most assets look more realistic overall.
I added a lot more secondary assets to the scene, from ground objects to even ceiling objects, so the scene looks more complete overall
What does this have to do with Unreal Engine 3 or UDK?
I tweaked some settings so shadows arent as black/dark as before, plus I started testing the post process
I also finally managed to solve the animation blueprint errors I had by creating a blueprint from scratch. Now im just trying to solve another issue with the retarget and some Mixamo animations for combat, and the Character and animations will be done.