WIPs of some of the villages and castle vistas!
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WIPs of some of the villages and castle vistas!
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First pass of the landscape material is complete. It need more work, but for now it's back to landscape scultpting!!
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This is the final result for tonight.
Landscape painting in Unreal Engine 5. This plus some good folk music = best late nights ever.
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Starting off this landscape with just 4 biomes (out of 8). Needs more work, but I'm liking this as a starting point!!~
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Landscape painting my beloved. I love when Unreal Engine's technical systems are finally ready for art!!!
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Some tree chopping action, why not?
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Anyone else love level planning in MS Paint? Now lets see what it'll look like in Unreal next!
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WIP of the level blockout. This part of game development is one of my favourites!
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Do you remove the item during the drag and drop from the inventory? Or do you have a "hand" slot that you temporarily move it into? Or just keep it in place and hide it temporarily.
I'm currently doing the latter option and I'm experiencing some limitations.
Hey! I'm working on something very similar. Are you planning on drag and drop?
Needs some visual improvement but it's enough to prototype some gameplay. TETRIS INVENTORY.
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Top 10 feelings in gamedev: organised node graphs.
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Congrats @tianipixel.bsky.social for an amazing demo at sxsw sydney!!
Wishlist the game or else!
store.steampowered.com/app/2872300/...
Who's ready to smelt some alloys??
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Programmer art is never pretty, but when the tech works, its so darn beautiful.
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Guys, Steven doesn't seem too happy. I think cart physics has become more difficult than he thought. #gamedev #indiegame #unrealengine #UE5 #pridemonth
For context, this is the target structure that I'm set dressing for. The Northern Keep, accessed from the inner bailey.
THE RUBBLE WORKFLOW IS GROWING!!
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Thanks! Once I dress the scene then we can critique the layout design for what it is.
Not too bad honestly, especially for a first attempt. What do you think can be improved?
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How do you guys handle "rubble" 3d assets? Do you use scatter algorithms? Or simulations?
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The Vaults
Starting Corridor
Commander's Tower
Brick by brick, the low poly graybox is underway!
I'm finding this step really helpful in solving the design problems that a blockout wouldn't have highlighted.
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Whitebox is done! Time for modelling and dressing!
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I'm already redesigning this. Design is an iterative process!
Sorry to report, grouping has no effect. But if you select the objects, go to Modelling->Misc->Pivot Actor, it parents the objects to an actor and then the scaling will work!
KING!! THIS IS AMAZING!!
Would be amazing to save them as Packed Level Actors.
This is a group that I'm scaling!
Number 1 most annoying thing in Unreal. Scaling multiple objects together. How is this still not a thing?
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