3 years ago

First scene I did when I learned the interface a few years back. Might still integrate it into an active project :)




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Spectre: Harbor Area and various other work in progress related things discussed in this article.

Update for spectre. Work being done on optimisation. Also featuring overhauled screenshots and video of the first level.

After some technical issues I got helped with by helpful members of the community, here are some impressions of the industrial area for Spectre. Some inverted text will get fixed later on.

Sneak peek at the new UI in Lobo: The Howl Within! Now featuring stylish location introductions when entering new areas + a work-in-progress minimap system to help you navigate the wilds. Built in Unreal Engine đź’»

Yes, ladies and gentlemen its that most delightful place you all wish you could visit. The sewers! Wether you fancy a romantic picnic or a relaxing evening walk, the delightful scenery of the sewers has got you covered.

It's been almost exactly a year since I canceled the last hn rtx. I like my progress Also by the way, I'm going on vacation for about a week. I'm completely shutting myself off from any art work, I need a break.

#progress #blender #ue4

First version of the Lady Gaia Island. The first mission in the game!

West Yantai Loading Dock for Spectre. More info in article attached to this post. Visit project here: https://gamejolt.com/games/spectre/628563

I use dense forest foliage as a natural boundary to guide player exploration. I created a custom PCG tool that lets me toggle between blockout and final meshes—super useful for jumping between layout and visual testing in gameplay. 

Alpha tests, slow but steady progress ... still here! :)

Feel free to read whats new.