I’m excited to share the two projects I’ve been working on for the last 6 months. A new Marketplace Villa megapack that just launched today and an accompanying trailer that I created using the environment in the pack. I look forward to seeing what others can make with it! here’s a link to the video and some screens:
First time posting to show off my work. I’ve been working on a virtual interactive concert which I livestream. I stream live mocap data into Unreal when streaming. Chat is able to interact using Twitch’s channel point redeams to set of fireworks, change the lights, spawn dancers etc.
I’m continuously blown away at Unreal’s capabilities.
I hope you’re all doing awesome. I wanted to share my recent venture here. I’m in the process of beefing up my portfolio and thought, what better way to do it than by diving into the fascinating world of game mechanics? So, here’s the scoop: I’ve been recreating mechanics from some iconic games, all in good ol’ C++ magic.
So far, I’ve tackled Life is Strange, Hellblade: Senua’s Sacrifice, and The Legend of Zelda: A Link Between Worlds. Each of these fantastic titles now has its very own demo video showcasing my work:
But wait, there’s more! I’m not just here to flaunt my progress; I want your input too. Are there any specific game mechanics you’d love to see brought to life in Unreal? Shoot your ideas below, and I’ll work my coding fingers to the bone to make it happen. And hey, if there’s enough interest, I’m more than happy to create tutorials showing you exactly how I implemented these mechanics in C++.
even with nanite, any grass drawn out to a decent distance, with decent density, with a decent material still eats up many fps on my poor-poor 2600 RTX (the basic one), but still playable…maybe i can go the console 30fps route
Hi @Zezkaii
I just wanted to drop another update, this time my recreation of Mass Effect’s Skill System and UI.
I posted the video in the showcase section, just in case you missed it.
Have a great weekend.
I think you’re already on a great track for the aesthetic that the games of such a genre usually has. The filter looks great and the model motions holding the weapons is every smooth with the camera movement.
I’m very curious to see how it will progress and hope to see more updates in the future!
Hi guys, this is my latest work. Clothing designed in zbrush and textured in substance, I have a video tutorial series covering the entire process as well as the base models available here, https://rumble.com/v3xg2lc-creating-cyberpunk-clothing-trailer.html you can probably use this process in other free apps like blender.
I Do Blueprints. Not Great Models So’ I’m developing an In-game Multi-user Kit-basher and Proc Gen to help me transform Marketplace Assets into unique customized Assets.
You did an excellent job with this cyberpunk-themed clothing design @I_Create_Art! I especially like the patterns within the outfit and the color schematic you chose.
Have you been working on clothing designs for long? How long did this particular project take to complete?