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Moving on the UE4 opened many doors to me (maybe too much in fact), what I mean is that all the constraints of SFM are now gone, increasing to an insane level the ammount of thing that I want to do, mostly regarding map making.
While I was severely limited to the scale and quality of a scene in SFM (always fighting to preserve a balance between map scale and model/texture quality in order to avoid the crash in SFM thanks to its 32 bit limitation...), well now I can use the powerhouse of my PC freely and create precisely the map I want and this is precisely the thing which increase my ammount of work currently.
On the animation side, thanks to the last update of the UE4, I can now build directly into the engine FK animation (3rd party software for making animation was an obligation before this update), the last update also include the possibility to build custom IK rig and animete them directly in engine just like in SFM fashion, sadly for now the IK rig system still rely on the default Epic armature format, meaning that if your custom model doesn't use the EPIC Studio skeleton, well you are in the mess, according to EPIC the situation should be resolved for the 4.17 update planed for Q3 this years.
Until then, if I want to animate properly in the UE4, or I redo completely the bone of the model I use to the EPIC format, or I animate in a 3rd party software (Blender, Maya...) or I waiting the 4.17 update, and since I mostly working on map making atm, I will probably wait the 4.17 update.
While I was severely limited to the scale and quality of a scene in SFM (always fighting to preserve a balance between map scale and model/texture quality in order to avoid the crash in SFM thanks to its 32 bit limitation...), well now I can use the powerhouse of my PC freely and create precisely the map I want and this is precisely the thing which increase my ammount of work currently.
On the animation side, thanks to the last update of the UE4, I can now build directly into the engine FK animation (3rd party software for making animation was an obligation before this update), the last update also include the possibility to build custom IK rig and animete them directly in engine just like in SFM fashion, sadly for now the IK rig system still rely on the default Epic armature format, meaning that if your custom model doesn't use the EPIC Studio skeleton, well you are in the mess, according to EPIC the situation should be resolved for the 4.17 update planed for Q3 this years.
Until then, if I want to animate properly in the UE4, or I redo completely the bone of the model I use to the EPIC format, or I animate in a 3rd party software (Blender, Maya...) or I waiting the 4.17 update, and since I mostly working on map making atm, I will probably wait the 4.17 update.
SunChild Project - The Humans Case
Little extra journal entry for today but I guess it is time to clear the thing up and maybe on some of the things you might or not expect from this project. If you followed this project since a while, the first thing I'm gonna state will be obvious, but a little reminder will do no harm. SunChild is not at all a comedy, never was, and never will be, don't expect either the personification that the Sonic cast have since the "2010 era" SunChild plotline is directly linked to Sonic 06 event (a part of the series taking place right before 06 in the Sol Zone, then the rest right after it from Blaze perspective), therefore the cast will be in line with how they were depicted during that time. In overall, SunChild narrative intention is to deliver an action drama story, with each of the main cast having there own journey, there own challenge to overcome, and there own lesson to learn, with some of the cast having some dramaticaly opposed point of view on how the things should be done, and
SunChild Project - The long awaited news
Hello there :o It has been a while :p Before starting, I'm sorry for having running "silent" on DA for sooooo long, but I prefered to work in peace without feeling forced to feed my DA account with content, or worse, precisely work on asset susceptible to be showed while they were low in my priority list, but the wait is no over. YES, I'm still working on the SunChild project, and yes I'm finally getting closer of the end of the asset production work, asset production that I hope to have completely finished for December. But well, time to show stuff, right? So here we go! ----------------------------------------------------------------------------------------------------- Sol Capital city with the Imperial Palace This is currently one of the map which is conssuming most of my work time, part of SunChild will take place on the Sol Zone during the early days of Blaze. I obviously wanted something very "oriental" themed since the original inspiration that Sonic Team took when
SunChild Project - Dev Diary UE4
As promised, it's time for a rather big dev diary regarding the tech stuff produced so far for the SunChild series.
The first point is about fur, a real physical fur was always something that I wanted to try on Sonic cast character (and something which was not possible in SFM), I've tried several technic, the "shell" way which is shader based, it was looking good on some character (but not everyone) and this way has an huge drawbavk, the lack of native support for physicaly based animation.
So I've looked to the side of Nvidia and their HarWorks plugin, full succes, it's what I wanted, easy to setup, easy to edit on the fly, physical based a
Texture commission [OPEN]
Hello everyone !
I announce you today that I will start to officialy accept texture commission work (PBR and non-PBR workflow).
Base price will be in EURO, USD are accepted and will be converted directly from the price in EURO at the moment we are both (me and the customer) agree for the commission, payment method will be Paypal only
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Full character texturing and/or full retexturing / remaking (fully remake and enhanced version of your original texture) / major alt variant editing
Base Price 35 EURO (PBR and non-PBR workflow)
+ extra option of 10 euro if you want me to build the material V
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