Next up
I am still working on improvements for the gore system. Here is a video about a final function test for the headsots.
I added new gore parts to the game. Here is a short video from a test if the functions work for this correct. Also testing how a slowdown after a headshots could look like.
Just a little image that shows a testing evironment for spawning enemies, enemy weapons / movement, events and more.
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.
Gore update for the game.
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.
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.
After the switching from UE4 to UE5 i really start to love Nanite. It is just crazy what you can do if you dont have a poly limit for your models. But it is also time consuming as hell.











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