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  3. HoMaRt

Posts by HoMaRt

  • [UE4] Island Environment [W.I.P]

    • HoMaRt
    • July 6, 2021 at 4:00 PM

    Would be nice to have some color variation per instances, would also be super nice to tint the backface of your leaves to get slight variation too :)

  • WIP in WIP, post your level screenshots!

    • HoMaRt
    • June 9, 2021 at 10:51 AM

    Latest scene I'm working on in UE4 -Fully Dynamic lighting- Islands and Christopher Columbus

  • WIP in WIP, post your level screenshots!

    • HoMaRt
    • April 26, 2018 at 8:40 AM

    Hey guys, do you remember, 7 month ago I posted a picture of a finished landscape created in Unreal Engine 4. I decided to do a huge optimisation pass and shifted the art direction of the project to something more personal: Here is a comparison screenshot :

    If you want to see more pictures: follow this link : https://www.artstation.com/artwork/QvlyE

  • The random model thread!

    • HoMaRt
    • November 7, 2017 at 1:55 PM

    Created a helmet for my Dunkirk scene :

    More screenshots here : https://www.artstation.com/artwork/dwJ5A[Blocked Image: https://cdna.artstation.com/p/assets/images/images/007/957/702/large/thomas-meurisse-screenshot027.jpg?1509564213]

  • WIP in WIP, post your level screenshots!

    • HoMaRt
    • September 8, 2017 at 5:13 PM

    New scene in the progress. Inspired by last Nolan film : Dunkirk All rendered inside Ue4 - All textures done in substance designer.

  • WIP in WIP, post your level screenshots!

    • HoMaRt
    • August 16, 2017 at 8:08 AM

    For the crispness of the grass, i guess it's the sharpen filter in photoshop. All you see is dynamic except the very far far object but i guess we can't see them from the screenshot, i'm using the cascade shadow map in the near distance and the distance field shadow map for the far away object and then i switch to static lighting (but can't really be seen). The far object (trees and foliage) don't move otherwise i will get artifacts with the distace field lighting. For The Gi i'm using the indirect lighting cache calculated by lightmass, but have it fails to give proper quality with the grass(and of course grass and small assets are fully dynamic :p) due to some limitation with the way the ue4 foliage tool work. Not perfect but still acceptable ;) For the sky i tried a volumetric texture to give a lot more volume but had a hard matching with the rest of the environment.Plus these clouds are heavy on performance (losing 10-15 fps when visible)

    @Corvus I had fun testing speedtree for creating the tree,really powerful, i may stay in one application for next projects : https://gumroad.com/l/EazyTreez (looking really interesting).

  • WIP in WIP, post your level screenshots!

    • HoMaRt
    • August 15, 2017 at 5:48 PM

    Hey guys, been a long time i didn't post anything i have been working on : Here is my recent work : Yorkshire Dales vista, All rendered in UE4 dynamically (foliage is using volume light sample to receive GI, but still not perfect in dark area,caused by the way the foliage tool work... )

    More Screenshots on my artstation !

  • WIP in WIP, post your level screenshots!

    • HoMaRt
    • January 28, 2017 at 9:01 PM

    Lots of new stuff in my rts project :

    I have create a little "behind the scene" to share the way i placed all my blueprints trees in the level :

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  • WIP in WIP, post your level screenshots!

    • HoMaRt
    • January 19, 2017 at 5:42 PM

    Dangerous adventures await you in theses caverns... ! Still a lot to do with this project ! I'm continuously adding new content to my work. I can now easily create random map for my project.

    I added some new elements to get more differents zone. =)

    Feel free to critics, you can also follow my progress on homarttaco facebook page (link down here)


  • WIP in WIP, post your level screenshots!

    • HoMaRt
    • January 4, 2017 at 11:17 AM

    Working on my cartoon rts scene, inspired by ageonline ;) (two shots day and night)


    You can also cut the trees :P

    See that here ;)

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    Feel Free to give me a lots of comments and feedback :)

  • WIP in WIP, post your level screenshots!

    • HoMaRt
    • October 31, 2016 at 5:43 PM

    @rosk is it normal that the tree looks not shaded ?! Nice work !

  • ITT: Post maps/scenes that never saw the light of the day.

    • HoMaRt
    • October 10, 2015 at 9:47 AM

    A map i was doing for warsow videogame using Netradiant editor , sadly i never finished it :(


  • Games W.I.P Thread

    • HoMaRt
    • June 24, 2015 at 9:27 AM
    Quote from Sjonsson

    Someone call PETA!

    Jokes aside it looks pretty cool! So far I don't see the challenge in the game or the purpose of each level. Is it an arcadish kind of shooter? Like Serious Sam or Painkiller?

    Also you should totally add some more environmental sound effects to add some ambience, currently the soundpicture is a bit flat.

    Lastly, pleaaaaase get rid of that font! You have some artists who did alol that texturing, I'm quite sure they can come up with something better. After all the packaging of the trailer will define how well the game is recieved at first glance.

    Keep it up!

    Yeah we did that trailer in only one day (time restriction), so there are many points which need a lot of work (we know it). Here is a build of the game. We don't think we will continue this project, but maybe... Who knows. But your comments will be of good use ;)


    Revenge of Trishna Demo Build https://mega.co.nz/#!GZQTHBIT!8Je…j9tFqzvv-eXSt0U

    See you later guys ! ;)

  • Games W.I.P Thread

    • HoMaRt
    • June 13, 2015 at 1:45 PM

    Here is the trailer and the playthrought of our student project "Revenge of Trishna"


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    Demo coming to you in a few day

    Comments welcome !

  • WIP in WIP, post your level screenshots!

    • HoMaRt
    • June 11, 2015 at 2:14 AM

    Last screenshot teasing for our student project . Trailer will come tomorrow and playable demo next day. Stay tuned guys !

    Revenge of Trishna old school FPS


  • WIP in WIP, post your level screenshots!

    • HoMaRt
    • June 2, 2015 at 11:19 PM

    Still working on our student project "Revenge of Trishna" Here is another screenshots. Demo is playable and will be available next week stay tuned!

    Here is our facebook is you want to follow us :Revenge of Trishna

    Comment and critiques are welcome !

    See you soon !


  • Games W.I.P Thread

    • HoMaRt
    • March 3, 2015 at 9:33 AM
    Quote

    This looks interesting! When will we be able to test it?


    I think we will have a good playable demo early may (i uploaded a youtube vid instead of fb link, more clear )

  • Games W.I.P Thread

    • HoMaRt
    • February 25, 2015 at 9:15 PM

    Small video showing the basic movements of our student project "Revenge of Trishna".

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    More info about the movements on the devblog


    http://hitsplaytime.fr/revengeoftrish…2/25/movements/


    and our facebook page : https://www.facebook.com/RevengeOfTrishna

    Share the love my friends, and don't forget to comments

  • WIP in WIP, post your level screenshots!

    • HoMaRt
    • February 21, 2015 at 9:33 AM

    Hey guys ! Here is the first screenshots of our student project "revenge of trishna" it's a old school fps game with cool features like wall running,sliding,... More info in the near future:


    [Blocked Image: http://img4.hostingpics.net/pics/428604RevengeOfTrishnaWIP.jpg]


    You can follow us on our facebook page :http://tinyurl.com/p924usk

    Gameplay video coming soon ^^

  • totally random texture thread

    • HoMaRt
    • September 5, 2013 at 1:29 PM

    Hey guys i'm new to this website, would like to have some feedback of the recent texture i have created, in which i tried to find my own style. Feel free to comment thanks. (this post is also an attempt to revive this post ). Thanks you !


    Here are some brick texture :


    ground texture:

    rock texture:

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