A video update for DieToSurvive wich i recordet today. It shows real gameplay (like a slow tutorial but as gameplay) while i debug what i play. Still only the standart models at the moment for debuging.
Next up
I work on a new system for headshots.
I this picture you can see one of the early tests how the head looks like after a headshot.
I started working on the models for the hell level setting.
All SM models are Nanite models without using normal maps. The pile of heads dont use any UV´s and is only polypainted (vertex colors).
A first layout of the UI for weapon upgrades.
Testing a new head gore part for headshots.
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
A new and much more improved demo of the game is now live and available for download on steam.
To name a few. A much more improved gore system, New enemy models, Improved corsshairs, Points for dismembering and more.
Here you can see a test about an arcade style collectables system (fully based on niagara). And the function for calculating impact zones for a dismember point system. Also calculating headshot / hit and miss statistics for the player profile.
Joltober is here! Today's prompt is #Scarecrow! Each day in October, you’ll get a new prompt and a new quest at 12 pm Eastern! Go to your quest log to find the quest! It'll expire tomorrow at 9 am PT / 12 pm ET.
UE5, Nanite and Vertex colors: I tested successfully the use of Nanite and only using vertext color information with all seen models for a cemetery in this scene (Beside the standart UE5 SK player model). No textures used at all.
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