Announcement

Collapse
No announcement yet.

Sanctity Lost

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    But if you said that is too hassle in UDK because a ton of extra animations in a third person camera, I REALLY agree with your point. I'm pulling my hair off with it.

    Leave a comment:


  • replied
    Really? Because the TP camera has some performance dropping? I'm using a third person camera, but my characters always are in a lock-in place (inside a building, no big areas or open space), so I hadn't problems with performance until now.
    I got some things bugging me because the collision, which UDK is not the best of it, but after many (many, and many) tests, the character, camera and collisions are working. They are working not so smooth as I wanted, but there are still some little details bugging me. I made a camera script inspired by AmeyP cover system, but with a lot of changes to work as I needed.

    I could offer my assistance, but I pretty sure you are better with UDK than me ^^

    Leave a comment:


  • replied
    It was...But thats too much of a hassle for UDK

    Leave a comment:


  • replied
    Wait! This game wasn't in third person camera? Or is it only in Sanctity Lost 2?

    Leave a comment:


  • replied
    Enturi guardian Model! I'm very excited about this guy:


    Leave a comment:


  • replied
    New video Update!!! Vlog comming soon.

    Leave a comment:


  • replied
    No problem!

    Leave a comment:


  • replied
    That is correct...And thank you for being such an awesome supporter! I owe you dinner!

    Leave a comment:


  • replied
    majic 12 has good points about the Enturi creature. When he said his arms looks short, I agreed in the first look, but when I saw another pic from the same creature, the arms are longer. I think would be nice see the characters' printscreen out of that AnimSet (or SkeletalMesh) editor box. It seems the standard FOV for those editor boxes are more than 200.0 and everything gets distorted there.
    So, Kelt'ar, the print screen from the PIE looks better, those shots from editors get distorted

    Leave a comment:


  • replied
    Is this going to be for a commercial work?If not i recommend if you have ut3 to make a copy of the krall upk,import it in udk and that way automaticly(in script)to replace the human skeleton/anim set with the krall skeleton as he and the enturi have the same legs construction and the character woud probably benefit more from the beast animations rather than the human ones.

    Leave a comment:


  • replied
    I made a new friend

    Leave a comment:


  • replied
    Thanks again, magic12 . Will do.

    This is the concept for the new enturi guardian:




    Sent from my iPhone using Tapatalkpp

    Leave a comment:


  • replied
    You are right,one thing is the Skeletal mesh editor and another ingame.Didnt saw your thread in ue4 forum.If you are now using zbrush i recommend in the future to take a look at topogun for making retopology of your meshes as in zbrush is still a pain.And one thing that helped me are those 2 tutorials:
    http://www.thegnomonworkshop.com/sto...for-Production
    http://www.thegnomonworkshop.com/sto...for-Production
    They dont cover every step by step but if you have some time in the future give them a try.It realy boosts the level
    Good luck with the project dude and i hope you succeed.

    Leave a comment:


  • replied
    Majic12, Thanks for the crits...I am infact doing everything myself and at the same time working on SL2, and feeling the weight indeed.
    1. In SL2, I am using a basemesh to rough out my characters in zbrush, a skill I learned after making the above characters. These characters
    were all created independently from scratch. The reason they seem to have the same shape is because I use reference models to create
    them, so they have the same pose and general shape, which come in handy during rigging and animation time.
    2. I model my characters with the mouth slightly open (because I save a version of that model for facial animation), I however make sure
    to manually close the mouths before I take rig them.
    3 Maybe the Skeletal mesh editor doesnt show this properly, but trust me I spend an insame amount of effort to make sure that each
    material (Metal, Fabric, rubber, plastic) have vastly different specular results. I use different effects on the diffuse and specular on the
    materials, and also give them different specular (brightness) values. Then I also give them different Specular Power values. It is
    anything but uniform.

    Once again, thanks for the Cits and commendation.

    Leave a comment:


  • replied
    Hi Keltar.Ive been looking at your advance in some time but i realy think its time for some critik that coud help you.I see that you are trying to do everything from the scripting and animation down to modeling.I have done it(still doing it from time to time)and im sure you can feel the weight by now.In regards to gameplay i can say you have it figured and done but trying to do everything says it word.I see that you have the tallent and definitely passion but if you lets say,for example like modeling,you shoud give the project rest and spend 2-3 months dedicated only on modeling/texturing.Try to loose some of that quantity and go for more quality.
    I suspect that the characters evolve from on base mesh which you just modify and most of them have the same silhouette.Its going to be better to model them with the mouth close.(even if you want to animate them later speaking it wont be a problem).Use some custom specular maps.The specualr right now is very uniform and doesnt say this is metal,that is plastic and that is cloth/fiber.Work more on proportions.(gather a big library of photos,videos(zbrush helps)and even some people try with figures on their desk.With time they help becouse they are infront of you.Example:
    http://www.anatomytools.com/male-figures-c6.php

    The Enturi looks good but i think the arms are too short.

    Leave a comment:

Working...
X