I've imported one of my horse models with a quickly made idle animation into UE4 to get a feeling of the animation system. The final models might look closer to the criollo mestizo though.
Next up
I've worked on the criollo definitivo model. It will be the base for the ingame horses. I have to refine it a bit, then i can reduce the polygon count and texture it.
Despite horrible neck pain, i'm working on the foal model, which is supposed to be in the herd of horses on the island.
I've added some interior to the stables. Everything of the stables and inside is modeled by myself.
Concept Art of Mikhal, the protagonist and player character. Now that his design is finished, i can start modeling the details.
These are renders in Blender of my indoor riding arena. It is low poly, but has high resolution textures, which are mostly handpainted. The roof, sand and mossy tarmac textures are from free resources.
What you see here is an alpha stage map of the project. The Stjarnvik isle is new. I might make it a bit bigger though. The reason why the trees aren't visible is the LOD.
Placed a lot more trees and bushes. Placed the tiny hermit hut on Dan's Dot. Worked on the vegetation performance. Next up: texture performance (decreasing resolution, decal ivy instead of texture ivy on the stables and riding hall).
Werehog transformation process. #sonicunleashed
2d lighting experiment
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