
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.
Next up
A first layout of the UI for weapon upgrades.
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.
Gore update for the game.
Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt!
Head over to the shop to collect yours 👉 https://gamejolt.com/#shop
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.
This week's Fan Art Friday celebrates Five Nights at Freddy's! Accept the quest in your quest log to get started.
Testing a new head gore part for headshots.
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).
Halloween occurs when the veil between worlds is thinnest.
Complete our quest to start thinning the veil so spooky season can start in October!
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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