
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).
Next up
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.
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.
A first layout of the UI for weapon upgrades.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Testing a new head gore part for headshots.
@ElPichon ![]()
's Chunky JUMP! is a survival-horror platformer where you must survive through the night on your BIRD BOY.
But beware... the Ghabbit is hunting and you must restore power before it's too late!
Play the Demo before March 1: https://bit.ly/ChunkyJump
Gore update for the game.
I work on a new system for headshots.
I this picture you can see one of the early tests how the head looks like after a headshot.
@Dave_Microwaves_Games ![]()
is a Jolter to Watch and indie horror developer!! Follow @Dave_Microwaves_Games
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before the quest ends on March 24 and you'll get Coins!
Here you can see a test about an arcade style collectables system (fully based on niagara). And the function for calculating impact zones for a dismember point system. Also calculating headshot / hit and miss statistics for the player profile.










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