
Awp Penumbra.
Next up
We did some more tests with the environment and lighting, and this was the result.
Asset production: creating color variations for bushes
Custom PBR rendering vs Unreal Engine default PBR lighting model
Did the project die? Was it canceled? Did it change completely? Or what happened? We started the project a few years ago as a relaxing and calm exploration and survival game. But as time went on, we realized that this model wasn't the best possible.
Simple texture variation tip: create a RGB noise pixel mask, each pixel will be a tile, create variations of the texture and assign then to color channels.
New visuals
Unreal does a good job on UI scaling, looks good even on small resolutions
New look, the truth about Unreal Engine, improvements - alpha 0.1.3 devlog - play it now!
New Nexus Overdrive build, play now from here or itch.io:
https://stein-indie.itch.io/nexus-overdrive










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