BioGrowth blueprint generates creatures based on random cone-shaped splines + hierarchical instanced static meshes to maintain optimal FPS on complex structures.
From neural structures to horror trees to spherical organism to tentacle monsters with hundreds of eyes looking at the player...the creation is limited to your fantasy and imagination.
The creation is composed by 2 blueprint phases: a multi spline tentacle shape phase generated randomly by the algorithm or manually if needed, followed by a structure phase where you manipulate the final creature shape.
Creatures can rotate and vibrate following players movement and locations (i. e. imagine an horror tree with eyes attached as leaves, looking at the player and rotating to follow his movements.)

From neural structures to horror trees to spherical organism to tentacle monsters with hundreds of eyes looking at the player...the creation is limited to your fantasy and imagination.
The creation is composed by 2 blueprint phases: a multi spline tentacle shape phase generated randomly by the algorithm or manually if needed, followed by a structure phase where you manipulate the final creature shape.
Creatures can rotate and vibrate following players movement and locations (i. e. imagine an horror tree with eyes attached as leaves, looking at the player and rotating to follow his movements.)
Comment