Rise as a divine champion in Elta: Defy All Gods, our new amped action-platformer!
💥 Master explosive melee combat
🧭 Chain traversal moves through winding worlds
🐲 Team-up with your dragon-god companion
Early 2027 on PC, XBOX Series X|S & PS5: https://t.co/DfCsLxZm68
Take a gander at The Art of South of Midnight, our 160-page art book that explores our handcrafted art direction and features an array of concepts, environments, iconography, and more ✨
having an demoreel entierly made of arcane shots is beyond what I couldve dreamed of back to when I was a teeny tiny baby animation student...... like yeah I did that
You can visualize buffers/textures in Unreal while playing using the VisualizeTexture command.
Example: "vis CustomDepth" for a picture-in-picture view of the custom depth buffer. (vis CustomDepth uv1 for full-screen).
Use "vis pool" or "vis *" to find names to use.
Cinematic Lighting Showreel for #suicidesquadgame
This video showcases cinematics both with and without cinematic lighting enabled, all time of day comparisons are captured at the same time of day and weather.
1/3
#suicidesquadgame#lightingartist#gamedev
@Iron_Stylus Interested in chatting about the opportunity! View my portfolio at https://t.co/OASjkfL9l9 , mid level stylized environment artist, professional experience in unreal and unity engine
🗝️It's Free Key Friday again! 🗝️
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Back by popular demand, we are giving away 5 keys at 5pm CT!
Good luck and have a great Wayfinder Weekend!
Project Bismuth dungeon concepts/assets. Here are some of the garden areas of dungeon map that players could loot, fight and explore. Shout out to Amanda Chilton for being a beast level designer. It was always exciting to collaborate on her designs and layouts. #conceptart#art
Now what happens if we apply this power to our UV before sampling?
Here’s the material setup, we separate the two channels for the UV, apply a power on the U channel, and then append them back together and use that to sample textures. (3/5)
#UE5 trick: Inspired by the old Gears5 shadow trick, I figured you could abuse the new Overlay slot to give Translucent objects shadows! Your translucent material goes in the overlay slot, and a shadow-only instance (with blend mode force to Masked) of it in the base slot!
I made this procedural stylized impact/explosion decal generator in #MaterialMaker. It's CC0 so if you find it useful, feel free to use it for any project.
Source file: https://t.co/E2Rzh2cMw9
#madewithgodot
There's a fun little issue in Unreal's view port when working with foliage and lumen where everything is really blotchy and noisy, especially on grass. You can get around this issue with the following console command:
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal 0