Looking great ! Good feel to the shooting and impacts etc.
I really enjoy doing odd stuff like …
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That is . Only thing I can spot is that the torch/candle flames and firepit smoke are not reacting to the wind coherently with the snowflakes (I mean that flames are reaching upward where the snowflakes are blowing toward camera). Maybe something worth checking out. Regardless very well scene.
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Doing some testing of my Mount & Blade style combat. You’ll notice the text on the left side is showing which direction was picked based on mouse movement. You can also see a reskinned JCInventory with some improvements. The sword that gets equipped actually is the JCInventoryItem, as well. I also quickly demonstrate the damage and ragdoll system (set with an unrealistically high force).
Not shown is the bow which also has animations implemented, and leaves behind JCInventoryItem arrows (which get stuck in whatever they hit, but have a to bounce) that you can pick up. I plan to add a to make them break, and let you recover the pieces to repair them with the crafting system.
Two hand sword is also animated.
Currently both up/down use the same animation for both sword types, but once I have a separate animation that will change. Also to be added will be a Chivalry style swing direction system (mapped to mousewheel, MB4 etc. instead of using inverse mouse direction to pick) as an option. Not sure which I’ll pick as the default system.
Working on getting scale right for a big open space. will have cliff faces and shelves to serve as a more organic barrier around the edges of the map.
:///AZdQ06p.
I made a cloak model and got it working with APEX clothing tool, though it needs to be remade so that it won’t clip with itself so much when under physics. Still looks cool from a distance, though, and I’m proud of the cloak itself and the texture and normal map I made.
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Halloween project I’ve been working on month. Feel its nearing its end, have until Halloween. Comments and critiques are welcomed.
Infinite water planes using WaveWorks
Video:
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Also would like to give a huge thanks and a shout out to and his work on the RenderDoc plugin for UE4. If anyone is doing any kind of shader work and needs some debugging tools. Go check it out: wiki.unrealengine/RenderDoc_plugin
A Star Wars Project I am working on with a couple of friends. Still early WIP.
You can see more : .unrealengine/showthread.php?84078-Star-Wars-Mania-Docking-Bay-94
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New WIP scenery pic collection:
://imgur/a/TY5DQ
:///sj6fvKK.
Working on the inventory screen

Good Job with Animations and Ragdoll. The weapon handling and damage looks tight too.
Credit for the animations has to go to Kubold with his Rifle Anim Pack Pro. They are really amazing and did contain almost everything I wanted to have in terms of animations.
I just added a procedual animation for recoils and holding the weapon properly + making the anim blueprint/anim component base class. Almost everything in First Person is procedually driven, except for the reloads, but I also want them to have a system at some point where the weapon mostly drives the hands, but that’s something for later.
I’ve recently added camera animation to the all-procedual recoils to have a little bit more detail to them:
drive.google/open?id=0B23Zc0WeZ8neaEcyXzZ5T3NFQlU
and a first pass grenade explosion effect:
drive.google/open?id=0B23Zc0WeZ8nebWRWUFJyVDZtYWs
Surikain Fury, an Action adventure Hack n Slash/ 4 player Coop story that I have been working on for 17 years and now that i have a small group that is willing to work with is helping me make my dream a reality

Hey guys ! Just wanted to stop in and show you " WinterTide "
Our greenlight is currently active and if you are feeling generous I could really use a Yes vote ![]()
://steamcommunity/sharedfiles/filedetails/?id=539726787
Alot of and beautiful projects on , Keep up the great work guys !
~ Stay Frosty ![]()








