![]() ![]() I just love it when a 3d model takes on a life of its own.it happened with the aventador and now the pearl.i love udk. There are also plenty of ambient creatures agulls,crabs,giant crabs,fish and 3 sperm whales so far.the kraken is also there of coarse. Gameplay wise,there are 9 mission starting points where you get a treasure map or clues to help you find certain objects.for instance-when you find neptunes ring and return it to the mermaids you gain the ability to breathe underwater,handy when most of the map is under water and over 300 fathoms deep in places. Thanks udkultimate.the water has evolved again since I did that vid.i have incorporated some parts from the tut that snipe34posted,thanks s an awesome shader but sadly the tut was never finished so you never really see the vertex displacement stuff.i copied as best I could from the brief glimpse but could not get it to work.so im still using the original vertex displacement from the second vid.but its not working all that well because when the sea mesh is scaled to fit the entire 10k box each polygon is around five times the size of the ship. The actual intro video shows the end result UDK Ocean Shader Tutorial - Intro - YouTubeġ/ UDK Ocean Shader Tutorial - Part 1: Setup and Foundation - YouTubeĢ/ UDK Ocean Shader Tutorial - Part 2: Final Wave Normal Generation & Wave Transmission - YouTubeģ/ UDK Ocean Shader Tutorial - Part 3: Deep/Shallow Water Shading & Adding Variation - YouTubeĤ/ UDK Ocean Shader Tutorial - Part 4: Wave Foam, Reflections and Vertex Displacement - YouTube Repeat look at vid 4 into first - actually all the other vid intros except 1. And making the water mesh move up and down. The series also instructs about making depth. I have a cut down version of the water in the vids, because water is not a major feature of my game but I want it to look good. I suppose used a material something like the tutorial teaches about. But look at the intro of video 4 first to see what can be made from this tutorial series! Tutorial one doesn’t show the amazing the results. I should look at wip pages more often, I didn’t see this until now.īelow links to a series of excellent water tutorials. ![]() Was Blackwake a solo dev project? Maybe Cobalt is raising the bar a little too high, but that’s how I measure what a realistic looking game by a solo dev should look like now. I personally wouldn’t buy it unless it had a really compelling single-player campaign, but that’s just my preference. Blackwake looks like a fun little time waster. I guess you would want to put a lot of effort into it if your players are going to be surrounded by it most of the time.Įdit: I was referring to Sea of Thieves there. ![]() And the boat rocks, moving everything on the boat.īesides the water, I think the rest of it looks alright. It also has subsurface scattering–you can see that the water glows green when you see waves come up between you and the sun. In UDK if you made a material with a hundred parallax layers, it still wouldn’t look that good from the side. You would have to actually displace the mesh real-time. That water!!! I don’t think you can do that in UDK. ![]()
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