Day 2 of #EpicMegaJam: Smash Cut now has buildings that break where you hit, a sunset harbour district, remodelled monsters, B-movie posters and an entrance for every monster.
New build is up:
https://t.co/tVyZmALJx6
#MegaJam#UnrealEngine#indiedev#gamedev
@PlayUGC@fab not what im getting at, im saying for this megajam specifically in the rules 15(c) it says you can use fab content but it wont be counted towards your score
i love fab,but ive personally avoided it for everything i can this jam
Day 1 Vs Day 2 #EpicMegaJam, side by side: buildings break where your fist lands, a new harbour at sunset, a remodelled Pangoliath, opening shots for every take and B-movie posters at the box office.
https://t.co/tVyZmALJx6
#MegaJam#UnrealEngine#indiedev#gamedev
A village block at evening: houses along a street, street lamps and a well
Built through typed MifBridge calls in Unreal Engine 5, run_python off.
Not generated. Directed. You stay in control.
MifBridge 1.3 on Fab: https://t.co/GlIalmiw6K
#UnrealEngine#gamedev
Agreed, the ratio was the first thing that i tried to pin down as fast as i could, its definitly not as great as it COULD be with proper time lol
Every monster is ~60m tall and the city has three height bands with that
low buildings, 3β5 floors (12β20 m): knee to waist height, you stomp through them
mid-rises, 8β15 floors (32β60 m): chest height, a swing rips the corner off
towers, 20β35 floors (80β140 m): up to twice the monsterβs height, so they loom over you and topple over
floors are only 4m tall because at 60m you cant tell that their not as accurate
All six Smash Cut monsters, modelled during the #EpicMegaJam: Pangoliath, Rust Bucket, Voltor, Magmahemoth, Sonic-Surge and Frost Titan. Pick one, wreck the city, then cut your own monster movie. https://t.co/tVyZmAMhmE
#MegaJam#UnrealEngine#indiedev#gamedev
thanks! the names were the first things i locked in actually and then kinda did the elements from there
keeping them consistent came downto a few rules i had set in place-
1. they all use the same skeleton, bone heirarchy and names - but their OWN properties.
2.Same silhouette rules: "chunky, wide stance, low centre of mass, readable from far away against a real-scale city."
3.Same material setup: a palette per monster with one element glow color (fire orange, ice blue, electric etc) all through one shared master material.
4.Every model gets the same clay / wire / final turntable check before it goes in.
as far as references, i had chatgpt make my references based on descriptions of each character , and then i went into blender and created them all iteration after iteration until i was happy-- i still have a few more things i wanna do also like steam/smoke from the Magmahemoth back ports like gills on a fish, Rust bucket will get a more swaying tail, sonic surge will get effects to its boosters etc.
any questions im happy to answer :)
(everything was made in Blender and UE only, no generative ai programs)
@RagimMusakaev If your doing what i'm thinking, I can't wait to see, my other idea was something just like this but i couldn't think of how to make it work in time lol
Day 2 of #EpicMegaJam: Smash Cut got B-movie posters, a real harbour, darker glass towers and buildings that finally break when you swing at them.
Wreck the city, then cut the footage into your own monster movie.
#MegaJam#UnrealEngine#indiedev#gamedev
https://t.co/7k4Z0XYJDl
A hunched creature walking, seen from the side
A bad setting is refused with the values that work and the most likely fix.
Not generated. Directed. You stay in control.
MifBlender is free: https://t.co/XN4V36Lrwh
#b3d#Blender3D
A low-poly cartoon car with round wheels, headlights and a little spoiler
Built through typed MifBlender calls, no Python.
Not generated. Directed. You stay in control.
MifBlender is free: https://t.co/XN4V36Lrwh
#b3d#Blender3D