Sunday, December 21, 2014

Sunday, November 16, 2014

Apex cloth ... for hair

This is my first try to use the Nvidia Apex cloth simulation to animate hair, in the same way I was doing with the cloth.

I need to refine the collisions and the cloth weights, but the result is good (better at 60 fps, the video recorder soft limit the fps to 30).


Monday, October 13, 2014

Tests with stream levels

This is a test  with levels included on UDK (not for the game) on the persistent level, the 100 km2 landscape.

The stream levels are dynamically loaded/unloaded based on distance. In this way is possible to have a lot of localizations without performance lost, making possible a open world in UDK.

All runing with dynamic light at good framerate, better than in open field (foliage are a framerate killer).

This is the "LSmobile castle" level.



The "DM Deck". On the mountain, the LSmobile level.



And the "Epic Citadel". The far mountain is in the center of the map.




Tuesday, September 30, 2014

Rain


This is a test with the rain. It's done using uscript, and includes light & fog modification, and changes on specular values in some materials, ground and skin for now.

I want to integrate it with the day/night cycle, which are done with Matinee, and probably I'll need to remake using uscript.

For now there are no transition between rain / no rain, it's only a test.

Wednesday, September 17, 2014

Saturday, August 23, 2014

Unlimited forest

The trees and plants in this video are dynamically generated around the player in a similar way as is done with the grass.



There are two rings, one near and dense 300 meters away and a less dense one at 2 Km from the player location.


Wednesday, August 20, 2014

Sunday, August 10, 2014

Night lighting

Testing the night dynamic lighting. Still needs a lot of optimization to have hundreds of lights with shadows simultaneously.



More images after the jump.

Sunday, August 3, 2014

Stream levels

Testing a stream level into the map, "Necropolis", included in UDK. 100 km 2, trees, bots, dynamic light, all running at a acceptable framerate.


Saturday, July 26, 2014

Video customization system

Here is the video:




This is the new model for the female.

Artist Daniel Akbari ( http://artofdanielakbari.blogspot.com.es/ ) did ​​a clean retopology from my old model and the rest worked by me.

Also showing the new player customization system, with a lot of combinations of face and body elements.

The city walls were made by "Renjoss" ( http://renjoss.cgsociety.org/ ).

We need artists, 3d modelers especially, to make characters, clothes and weapons.
Also to make maps assets.

Thursday, July 24, 2014

New clothes

Some new clothes and combinations of them. All are dynamic cloth (with Nvidia Apex):


More images after the jump:


Monday, July 14, 2014

New female model

This is a new model for the female. Artist Daniel Akbari did a retopology from my old model, and the rest worked by me.



The model has a lot of morphs to customize her aspect via game menus. Hairs in the picture above are still provisional.


A year learning UDK

This is a summary of everything I've done this year while I was learning Unreal Development Kit (UDK).

Please note that this is not a game, it is a practice, so there is a strange mix of styles, weapons, clothing, times, etc.




Now is the moment to work in a real game. Read about the project.


There are a lot of code done for the game, but we need characters and assets. A lot.

If you want to join the team, contact us.