I might change the colors when making her into an ingame model, but all the main equipment pieces are there.
She is a lightweight recon specialist and needs to move a lot, so the clothing is supposed to be non-restrictive. The bottom layer is a body suit inlaid with energy wires that forms a shield around the user to protect them from damage. The outer layer is a light space suit that provides extra cushioning when coming in contact with space debris.
On her back she wears an energy tank and two gun holsters; and the gloves show the energy tank level! (but I will have to test the last one in the game and find out whether it is a viable way to show energy level)
Next up
Changed lighting in this part - added LED lamps where the light is supposed to be coming from and fiddled with global illumination a bit more.
Did some more level design this week. Found out that the tutorial tvs broke at some point, while I was improving the interactions system. But if I don't tell anyone that these screens are supposed to show text, nobody is gonna know.. Oh.
A bit more design of the second part of the Depot level, now with lighting. Needs additional jellies..
Moved to version 5.6 of UE, had to adapt to some changes like the enhanced input system getting rid of some things. Still, there were also some changes to global illumination, which fixed a few details for me.
Spent some time to fix metal containers' UVs. Here are before and afters. Gives the scenes a bit more cleaner look!
Ditched baked lighting, trying lumen now. Surprisingly, it doesn't seem like it takes up that much more performance compared to the previous setup - with a few tricks for optimization, at least.
Some more level design of the Depot level. Spreading the rubble, moving the boxes around, putting some lights up.
Just a cover I made for my side game project.
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