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Showing posts from February, 2024

Consistency

 Why Consistency across Platforms is important Ensuring the correct tonality of colours is also essential for maintaining consistency across different platforms and mediums.  Visual Cohesion Video games often integrate various art assets, including 3D models, textures, animations, and effects. Consistency in art style ensures that all these elements work harmoniously together, creating a cohesive and visually appealing game world. When 3D models have consistent tonality and style, they blend seamlessly with other assets, preventing visual jarring that can disrupt immersion. Maintaining the Game's Aesthetic Every game has its unique aesthetic or art direction, whether it's realistic, stylized, cartoonish, or abstract. Consistency in 3D models ensures that they align with the overall artistic vision of the game. Whether it's a gritty post-apocalyptic setting or a vibrant fantasy world, consistent art style helps maintain the intended atmosphere and mood throughout the game. P

Master Journey: Weapons Unbound

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How would I be able to create weapons and props that can fit games in a seamless way I started working on a scene to incorporate my latest model: The Blood Drinker I imported a stylized dungeon that i found on sketchfab on Maya, and started working around it. I made a coffin in Maya and i put the Blood Drinker inside of it I also want to create a glass model, so i made a simple window and i added a image and made the model translucent so that it mimics a stained glass window.  The goal is to see if the models fits and blend together. without changing the textures, just the lighting. Correct use of light Lighting plays a crucial role in the process of creating weapons and props for games. Proper lighting can greatly enhance the visual appeal of your weapons and props. Well-placed lights can highlight important details, create dynamic shadows, and add depth to the models, making them look more realistic and visually engaging. Lighting contributes significantly to the atmosphere and mood

Blood Drinker 🩸

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I posted how I made the sword on YouTube vampire/gothic  I want to use this animations for the weapon

Unreal Emissive and Lights

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 I started adjusting the emissive of my assets in unreal engine I followed this tutorial  

Coral Cove Updates 1

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Unreal Notes

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 To activate physics in models This will make the selected meshes feel the gravity, it also affect the size of meshes. Heavy meshes want fall, but imbalanced meshes will, just like the street sign below. Objects can have their physic adjusted in the Mesh viewport in Unreal This allows for a much smoother collision threshold for the character. To allow a character to move the object around in the world by physically moving it For Blueprints, it can be found on the viewport section and clicking on the selected static mesh. I followed a couple of tutorials to get some basic blueprints going on. I followed this Tutorial to pick up coins and crystals items in Unreal Engine The Crystal are collected by the player And i used this Tutorial for the enemy animations A friend of mine helped me out with the blueprints for the weapon, we are currently working on implementing a weapon management system for the game, it will take some time but it is possible to get it done. I also imported Josh Le

Crossbow and Grappling Hook

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 I'm trying to figure out a good texture combination I'm trying to capture a tropical vibe with the colour tonality of the bow After texturing the model I feel like it is missing something to make it more interesting. I textured the Hook  I also made a poison dart projectile I also made a fire variant This is the blueprint for applying my textures in my models in Unreal Engine 5, for various skins and cosmetics that I made for Coral Cove. This is how it looks like in Unreal I uploaded the model on Sketchfab Is mostly generic, a better high poly would have made the difference during the baking process resulting in a more clean model. I made some extra emissive to make the Sketchfab version more interesting The crossbow in Unreal Engine