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ChrisV

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Everything posted by ChrisV

  1. Hey! Made some progress on the art for Phobia. Modelled a metallic bench on wheels for surgical tools, a pillow, and done some changes to the wall textures. I'm really satisfied with how it is turning out. Also modified shad's toon shader, and the result is pretty awesome! The shader is now less cartoony, but enhances the scene in a number of ways! I get a PBR effect, the materials and lighting comes out much better, and it really adds a dirty horror feel to the entire scene. Working on some surgical tools and other props to spice up the scene. Let me know what you think! Thanks!
  2. Thanks for the comments! Just finished a pillow to go with the nasty bed, and working on a metallic bench on wheels for surgical tools.
  3. Looking pretty good, Dan! Maybe make the dents/cuts in the blade less deep, add more carves and dents to the handgrip, and make the metal more shiny. But, really great looking model! Nice job!
  4. Hello guys! As mentioned on the Hostile thread, Roland and myself have joined the guys from Narcoleptic Studios to work on the psychological horror adventure game Phobia. It will be a pleasure to work with such devoted and talented guys, and i'm very happy to be part of the team. Together we have enough talent to develop an outstanding product, and create a game experience you'll not easily forget. During the development, i'll be posting screenies of WIP models and art that i create for Phobia. Here's such an image. It started out as a 'test', but turned out waaaaaay better. A hospitalbed, and our little friend...Teddy: More to come soon...
  5. Yeah, i noticed the same. You have to select it twice, then it works. Not sure if this behaviour is intentionnal, or a bug.
  6. Just wondering...has the framerate been locked to 60 fps in the latest update? Got a simple scene that ran at +260 fps (1920*1080) before, and now it runs at a max of 60 fps. Sometimes it even drops to only 30 (if i have the bloom shader on aswell).
  7. Hello guys, It's been a while since our last update. So, here's the latest news. We're currently putting Hostile 'on hold' for a while. The main reason for this decission is that we're going to join teams with the guys from Narcoleptic Studios, and help them with 'Phobia'! I think the guys from Narcoleptic are very dedicated and talented, it will be a joy to work with them! Together, we are going to blow your minds away, and make Phobia an experience you won't forget! As for Hostile, the project is on hold, but that doesn't mean we're not going to work on it in the meantime. It's still alive.
  8. Well, we are. But, if the 64 builds will not come (in the near future), and the stretch goal was reached (which it was), then what will it be spent on to improve LE even more? A visual GUI editor? Oculus Rift? Integrated ocean/river/road tools? Day/night system? ? Any information on that would be great, Josh! Thanks.
  9. ChrisV

    Explosions?

    While working on some explosion particle fx for LE, it seems that there's an issue with saving animated spritesheets as a prefab. I can make a prefab out of a spritesheet, and when i place that prefab in the scene, it animates in the editor, but when i run the game, there's no animation, and i see the entire spritesheet displayed, instead of each single frame animated. I guess it has to do with the way LE handles/plays the emitter when using a spritesheet. I experienced the same when i was making effects for our game Hostile. Normal emitters (that don't use a spritesheet) get instanced in code and displayed using the 'Show()' command, but for spritesheets, you need to add the 'SetAnimationRows()' and 'SetAnimationColumns()' for them to animate. So, atm i can not make prefabs out of the fx. My idea was to mix animated spritesheets and emitters to create these explosion fx. For example, i want to add a horizontal blastwave effect using an emitter (no spritesheet), and also sparks or other cool effects, but adding an animated spritesheet to a prefab breaks the animation in game mode. I'll report this as a 'bug', though.
  10. ChrisV

    Explosions?

    Made four different explosion spritesheets yesterday. Going to test them out now in LE and see if they need any adjustments and/or additionnal particle emitter(s) to enhance the effect. I'll also create some impact fx for bullets on different materials (glass, metal, wood, etc...). Will be fun to do. I guess the most advanced way would be through a shader. Or, you could change the diffuse colour on the material to get other results.
  11. ChrisV

    Explosions?

    Yep, i totally agree. Maybe i should spend a couple of weeks creating some art for LE, instead of working on our projects. Nah...the projects must also continue, but i'll do a bit of both...art creation for LE, and working on the projects.
  12. ChrisV

    Explosions?

    Yes, i have. I've created dozens of cool particle FX, using animated spritesheets (fire, explosions, weather FX, impact FX, liquids, and much more...). I'll create a few and send them to you. ;-)
  13. Ah yes, you're right...it is displayed when you click inside the 2D viewports, but not when the perspective view is currently active. That must have been the reason that i didn't see or noticed it. Thanks, Rick!
  14. Yes, i know about them, but a slider or dropdown would be (a bit quicker), plus it would be a visual help to pick a size. Currently there's also no indication of what size the grid is set to. A slider or dropdown menu would fix both at the same time, and a bit faster than pressing the [ ] keys multiple times. And as DerRidda says, one some keyboards they are Shift or AltGr layered characters...which means, if i need to change from lowest to highest grid size, that i need to press a lot of keys to get there.
  15. Hey Josh! I was wondering if it would be possible for you to add an option (maybe by using a slider, or a dropdown selection box) to set the grid size, and also some indicator to see which grid size is currently active (could be at the bottom of the editor perhaps). Using a slider or dropdown selection box would make it a bit quicker to select a certain grid size, and the indicator would help to know which grid size is currently selected. Thanks! Another thing that came to mind when using the flowgraph editor...when having lots of interaction using the flowgraph, the flowgraph window will get cluttered easily, and it'll make it harder to find the actions you're searching for. Some possibilities to solve that could be by adding a 'go to' option (right clicking the object in the scene view) which would then take you to the flowgraph action that this object uses, or maybe by having one flowgraph window per object, or another possibility could be to have a zoom in/out option inside the flowgraph window, or also adding an option to add comments to the flowgraph editor and group things together. Anyways, they are just ideas/suggestions. Thanks in advance!
  16. Looking pretty darn good, Josh! October is tomorrow already. Or is that too soon?
  17. Well, i didn't. So, there you go! Glad i could help you!
  18. Nick, try this: in UU3D import your model, save as directx 9 and mark the option 'flip handedness' on export...then, re-import the directx file you just saved and save back as .fbx. That should fix it. Just tried it with an animated/rigged .fbx model, and it worked for me.
  19. What 3D modeling program do you use? It seems like the mesh gets flipped the wrong way on export? Maybe there's some option to change the handedness or orientation when you export the model? ?
  20. Here's a night time skybox (with stars and a full moon). I uploaded it to the old asset store for those not using the Steam Workshop. Enjoy! Click HERE. Btw, sorry for posting my work on your thread, BES. Just thought that it would be good to keep skyboxes in the same thread for others to find them back easier. If you want, i'll make a new thread for my artwork.
  21. Yeah, i think it's Spacescape. Can only be used for space skyboxes, though. Yep yep, working on one right now. So, only stars and no moon, no terrain? ?
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