Because I barely ever share anything.
www…/s/5urm8i79ff9vxud/Untitled.?dl=1
Because I barely ever share anything.
www…/s/5urm8i79ff9vxud/Untitled.?dl=1
www…/s/k5snatnncmcvnfp/Screenshot%202015-03-04%2013.50.59.?dl=1
A little update
dl.dropboxusercontent/u/4817133/UnrealForums/HairMaterialAnimeStyle1.
More .unrealengine/showthread.php?60501-WIP-Hair-Material-with-anisotropic-reflections
Submerge
@ -> Babylon 5 Project is . Hopefully you will finish the work! Good Luck!
We are currently developing Submerge. It is a fast paced, tactical survival game with main focus on thrilling matches. In a dangerous underwater world you control a of hero-like units and hunt down other players in order to survive longer than every other player - it’s hunt or being hunted!
It combines the players passion for Hero Units from „Dota" with the beloved tactical fighting and moving behaviors from Starcraft - but without any waiting times for matches to begin!
Control a of multiple units with unique abilities. Before joining a match you decide which units you want to bring to battle to challenge the other player’s strategies. The fight takes place deep down, below the ocean’s surface. In the beautiful underwater world, the wild life is not only colorful and pretty to , but also aggressively going after your units. Stand your ground against 15 different players at once.
We aim for first gameplay tests in June/July. To get news about the upcoming tests enlist now for our newsletter or follow our social portals.
Very excited to hear your thoughts!
Composing a scene for my project (Cockney Mutants)
://www.fiveleggedlizard/Images/CockneyMutants.
More high res bitmap captures: ://www.fiveleggedlizard/Images/
A work in progress of a monster in our game
I have been expanding on 's Gradient Fresnel work to incorporate more of the lighting model that inspired it.
is the Owen model with the sky specular element I’ve added, as well as depth of field (the latter is just using a UE4 post process volume, and is not in any way an attempt at replicating the DOF setup described in the paper).
I haven’t yet sorted out how to get the fresnel effect and an outline effect (e.g., sobel edge detection) to talk to each other, such that I can get something partway in between as described in the presentation. (The being the former is on the mesh’s material(s) and the latter is on the post process material). Maybe something with render custom depth…
://prntscr/6duxoz
Horror/Adventure Game :Cave
Early Stage Horror/Adventure Game :Cave
://prntscr/6duxoz
Very early Stage
Horror/Adventure Game : Cave
Episode 6 of my (currently fortnightly) vlog on procedural buildings is up. I’ve begun adding prettier content, and started making the tool easily moddable.
Hey now, what’s going on ?
Actually not much. I’m just tinkering around with a few ideas, and hopefully being on my way to making a collectathon type game. I’m just using notes cos it was easy as heck to model (and they also play the sound when collected, because that makes me happy). Dont mind that white square. I’m trying to figure out how to use Render to Texture to render a flipbook (there are no tutorials and the documentation is pretty cryptic… it’d be much easier if I could just slap a static mesh straight onto the UMG UI, hint hint :P).
What I’m actually working on is a way of saving similar to Banjo Kazooie, where when you collect a few notes, that amount gets saved as two separate amounts, the global amount, and the amount for just that level.
The trailer we demo’ed at GDC '15 for Switch:
=A1eDFdVw2Xo
Modeling Training
://img4.fotos-hochladen.net//image5cxl8t2uoq.jpg
So Bsp’s weren’t working well so I ended up making cathedral wall in blender, I think it worked out alright though.
Kaboom Arena
is a heavy WIP, but I thought I would share the Main Menu with everyone . The music was custom written for the game by Karl Muller Music and Sound Design.
?v=JyBH6QIvthU
is the First Pass of our Main Menu for Kaboom Arena … it is probably going to change … but anyway. 8-}
GEDDON
HIGH OCTANE FIRST PERSON SHOOTER
vimeo/121805876
I am currently developing the entirety of GEDDON on my own as a student project.
Looks pretty cool! Would you mind telling how you the UMG that tells what to do and leaderboards UI at the end? ? How did you create animation that makes it pop up like that? Thanks!