In my #PCG graph I like to work with a full grid of aligned points right up to the end of of my graph when i add back in some random offsets and rotation. I copy the attribute I'm working with (mostly landscape layer info, normals, distance to spline/neighbor) to the density, I can then tweak the data visually and then copy density to scale, add my random offset/rotation and we're good.
#ue5 #unrealengine #environmentart #gamedev #indiedev #proccedural
I thought I'd do a bit of a breakdown on some of my #PCG process from the race track featured in my previous post as its somewhat different from how I've seen most people using it. Below you can see its one PCG spawning within a set of custom static mesh shapes. #UnrealEngine #environmentart #ue5 #gamedev
We're ending the year with a bang and launching the closed access Star Atlas 2.1.9 update on @EpicGames!
Test early modes like a 3rd person shooter and combat racing against bots, view new final in-game ship models and more. Check out the trailer! 👇
➡️ https://t.co/8HOOhBzTVP
#ThrowbackThursday to my time at @WetaWorkshop where I supervised the build for the GreenGoblin costume along with Lans Hanson and Claire Prebble. It was a huge team effort and it was a fun challenge to hit the design while maintaining full acting mobility. More images on my Artstation here: https://t.co/1OKVRAYnLU
#greengoblin #spiderman #comics #costumes
Ok so i got nanite skeletal mesh displacement work a bit better. Still think its probably not worth it even on extreme close up shots. But my bakes are a bit pants to really test it out. @3dscanstore any chance you can release/share displacement maps for metahuman?
#unrealengine #ue5 #nanite
Testing out high resolution displacement on my #MetaHuman Troll in 5.5 preview. The result is somewhat underwhelming and I cant help but think the result would be better with just a couple extra subdivisions on the base mesh...
#UnrealEngine5#ue5#gamedev#unrealengine