When art directing you need to design everything towards a quality bar. We accept that games don’t look real because the anim, textures, lighting all hit about the same bar.
This looks incredibly off because the texture and asset bar is way above the animation and general movement. Photo realism with game level anim will always look incredibly off.
@Substance3D The "Sparkle" is finally working.
Imported the procedural snow material into #UE5 today.
Testing the new snow shader in Unreal Engine 5. Focusing heavily on the specular response to get that crunchy, icy feeling.
#UE5#solodev#render#techart#gamedev#shader
Procedural Snow ❄️
Spent today in Substance Designer dialing in the crunch and height maps. No scans—just nodes and noise.
Implementation in #UE5 coming next week!
#ScreenshotSaturday#IndieDev#GameArt@Substance3D
Before it's 3D, it's a stick figure. 🦴
Taking a break from the engine to map out the enemy behavior on paper.
Idea #5 is my favorite:
'Skeletons combine together to become a big one.'
Please ignore the terrible handwriting...
#ue5#solodev#unrealengine5#notebook#devlog
AI Combat Update ⚔️
The State logic is fully operational.
Distance Check: Working
Animation Sync: Smooth
Hit Event: Registered
Watch the debug log. He's finally landing hits! Next priority: Player Health & Death system.
#ScreenshotSaturday#UE5#unrealengine#solodev#ai