Fur on the first game was a shell shader. No POM nor cards. We're investigating a similar technique for the new game. I'll probably talk about our tests at some point.
Fur on the first game was a shell shader. No POM nor cards. We're investigating a similar technique for the new game. I'll probably talk about our tests at some point.
That's an excellent question. We're still investigating different methods, looking to balance a satisfying look with a fairly simple and streamlined authoring pipeline. But once we decide I'll definitely do a post about it on our website!
Des nouvelles de Ghost of a Tale 2 <3
We'll definitely look at this when the time comes as we concentrate on PC release first before porting on consoles.
We will leverage Lumen and Nanite of course but we still work the same way as when we were using Unity, in a reasonable and conservative manner while (hopefully) achieving satisfactory visuals.
Stutters are indeed very high on our list of things to avoid...
The pictures on the post were all raw .png files, I just replaced them with much smaller .jpgs (without degrading quality too much). Can you let me know if they work for you now?
A dark passageway leading to Port Scarn's north district... This screenshot is taken at almost the same spot as the very first screenshot we shared online when the game was using Unity. It now runs on Unreal Engine 5.
Happy New Year everyone! ๐
Oooh would you look at that, there's a new update on our website about #GhostOfATale2! Oh my it's almost like... we're back! ๐https://ghostofatale.com/were-back/ #UnrealEngine
I don't, so it's okay I guess... ;)
Cheers Duncan! Very happy to hear this indeed!
Especially since I've been a fan of your art for years... ;)
What?! But that's a lie!!! You can clearly see on the screenshot, people say "Terrible", the "Team is Terrible"! Right? Right...?!
A street corner in a medieval city at night. Lanterns glow in the fog and before us a set of steps lead up to the closed wooden door of a sturdy stone building, covered in ivy. Carved sea monsters adorn the balustrade of the steps. Beside the door hangs a bell. Thick ropes crisscross the street high above us. From them hang pendants made of heavy rocks. In the gloom to the right a 'WANTED' poster features the fearsome image of a certain Minstrel Mouse.
Could this be a fortified city at night under curfew because the Baron's ship is in harbour...?! Why, that's an oddly specific question. Who knows?! #GhostOfATale2 #UnrealEngine5
Getting closer...
#GhostOfATale2 #GoaT2 #HappyHolidays
The award-winning #GhostOfATale is available NOW for PC, Xbox One, Nintendo Switch, and PlayStation 4 in digital and physical editions. It's a dangerous world out there, for a little Mouse...
I had been totally unaware of the atrocious job @Disney did with the anniversary release of The Sword in the Stone on Blu-ray. No doubt the artists who worked on the movie would have been horrified.
And here's a cleaned up hi-res scan of "Pillars of Pentegarn" (1982), also by Larry Elmore... #dungeonsanddragons
And here's a high-res scan of Return to Brookmere (1985), by Larry Elmore. Also part of the Endless Quests series by TSR. #dungeonsanddragons
Here is a hi-res scan of Larry Elmore's illustration for TSR's Dungeon of Dread (1982). ๐ #dungeonsanddragons
Just found parts of my #FlushedAway animation reel on YouTube! It was the last movie I did as a supervising animator at DreamWorks. Hadn't seen those animations in years... ๐
Ahem... Anyone knows how to pan with the middle mouse button in the sequencer in UE5?
It seems to be hard-locked by default to the right mouse button. Which is awkward to say the least...
For your viewing pleasure here's a cleaned-up hi-res image of the Japanese poster for #TheGoonies by artist Noriyoshi Ohrai... ๐
In these ever troubled days we are reminded of the famous quote by Nietzsche: "Beware if you gaze for long into an abyss, for the abyss might invade your own country in return."
What a visionary this Nietzsche...
Over the weekend I worked on restoring a high-definition scan of the famous Angus McBride illustration for the 1986 tabletop Middle-earth Role-Playing game. Here it is for your enjoyment, ready to be printed... ๐ @SeanMac67914982 @cimerians #MERPG #LordOfTheRings
Remember that recent clueless Apple ad that literally and symbolically destroyed the tools of human creativity? Turns out it didn't quite work as Apple planned...
Just done watching the second season of #TheBear. It's excellent. The level of writing and acting is up there with #TheAmericans.
I have zero interest in cooking and yet I'm riveted to these characters' lives. That's how good it is.
Happy New Year from Port Scarn!
Wait, could this be a fortified city at night under a curfew because the Baron's ship is in harbour...?! Why that's an oddly specific question. Who knows!! #GhostOfATale2 #UnrealEngine5
The Announcement of the Apple Vision Pro's Price (1894) by Walter Langley (English artist, lived 1852โ1922). #AppleVisionPro
Coming from #Unity3d one thing we were missing in #UE5 is a good output log, with custom colors and categories, along with the ability to simply double-click a log line to open the relevant blueprint.
The default Output Log window is barely readable and non-interactive:
I was leafing through my original Japanese edition #Akira volume 1 when I noticed something I wasn't aware of: Katsuhiro Otomo actually redrew some panels prior to the American edition when he felt the drawing wasn't up to his standard (like here with the Colonel)...
Because a good laugh is important during these troubled times...
Sobering thought of the day: The start of WW3 might be predicated on a moronic pilot practicing the botched equivalent of teabagging on a drone.