Hey kids! I turned an old 3D Matterport scan of some curtains into a tasty game asset. It took years off my life but very satisfying!
Posts by Adrian
I was considering it, but you can’t foliage paint (yet?) so mostly just goofing around
5.7 Procedural Veg - Been wanting to try out some photogrammetry, great timing for this new system to drop!
Look at me 🕺 remembering how to do runtime virtual textures, displacement and terrain materials with minimal help from the internet. In my lane, placing props, painting foliage, thriving
Those improvements look great!
My doctors have diagnosed me with "incurable sequencer madness"
Early devlog this week - Trying to find good reference for the look and feel of my door(s). Really trying to nail that chunky, cold war era bunker/hangar bay look. Also I feel like my initial idea may be a bit bland so I'm pushing ahead with a more complex idea.
Progress is going well! Trying to keep it simple for now and make some deadlines. Tomorrow I will animate what I have in Unreal, keeping these low poly chunks in as placeholders to be replaced by final models. IF I get animating and texturing done this weekend I can... go overboard... 😈
Cooking up some doors for my next school project. I know this assignment will go into creating animations and camera movement, so I am thinking something kind of faux serious - lots of extreme cuts to blaring lights and big mechanical parts. (It's BroForce alright? I want to do Broforce)
My next SCAD project - now with 100% more point and click! I want to try my hand at an interactive scene paired with a prerecorded actor in the vein of classic FMV games like 7th Guest and Phantasmagoria. I've sourced my assets and built the basic scene, with a batch of blueprint props on the way.
Managed to get Foam and Buoyancy integrated! I am very pleased with where I've gotten my environment to. A few places I'd like to clean up or improve. I'm looking forward to getting some feedback from critiques to help me get this to a fully polished state.
Wow, this is some serious progress! I would love to know how you achieved the wet texture look on your materials.
I'm liking the progress on the meshing and new terrain materials. Getting some more big rocks and rock/scraggly plant foliage is next up. I'm torturing myself by committing to adding waves, foam and buoyancy. (You can tell from my frustrated boat jump-kick it's going well)
I looked for inspiration pieces that evoked some exciting tropical adventure, as well as a sense of being visited in long ago. Going for that sinking architecture blending with the coastal geography look
First assignment as a #SCAD grad student! Playing with the Smuggler's Cove assets by Poly Haven. I like the blockout so far but I think I'll revisit the cave interior this week and make it a little more interesting.
Or I’d do the best drawing anyone’s every seen but I die from exhaustion on the first post
Well considering the artists AI steals from ARE better than me, it might send the wrong message
I’ll post when I figure out what my angle is