Hi! In this tutorial, we will see how to create Morph Targets in Blender and how to use them in Unreal Engine 5.
This can be especially useful for farming and building games ... Hope you like it!
https://www.youtube.com/watch?v=fei_zPO1kbE
Next up
In Lobo, fights aren’t one-note. Go full berserker or stay hidden and use the environment to your advantage. Stealth kills, quiet footsteps, and smart positioning let you choose how to survive.
Do you like to spam attacks? Enemies in Lobo won’t let you. They dodge, dash, or counter with unblockable moves to break button mashing and keep combat dynamic.
In Lobo, finishers use a dynamic Spectator Camera that finds the best shot in real time. It tests nearby angles, avoids occlusion, and adapts even in tight spaces to keep executions cinematic.
Speedrun of modelling is almost done
Happy Devruary! I'm developing my game, Lobo: The Wolf in Me, with Unreal Engine :-) If you love the lore of The Witcher, the gameplay of The Last of Us, and the humor of Monkey Island, this one is for you.
RELEASE ME!!! Thanks to @skvllycat
for the Audio Design.
Quick combat update for Lobo ⚔️ Undead enemies now have subtle zombie-like animations, optional non-gore FX, and arenas that blend naturally into the world using PCG tools. Combat should feel smoother and more readable.
In Lobo, I optimize enemy AI with distance-based activation. Only nearby enemies are fully active, keeping performance smooth while encounters stay smart and meaningful.
The celebrate poster is as “Placeholder” for now.
Meet the Fallen Sentinel, an undead warrior who still fights like a master. Light attacks, stamina dashes, Fear-based blocks, perfect parries, and brutal guard breaks make combat in Lobo tense but approachable.










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