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Everything posted by Corvus

  1. I've release the project on the ue4's Marketplace. LINK There's also a playable demo that you can check out here: DEMO This was my most time consuming project that I've started back in 2018, but then scrapped and returned to it in 2021. It took about 8 months to complete and was a great learning experience for me.
  2. A final version of the cinematic is done. Im planning to release the environment on January 12th. Probably there's gonna be a playable demo aswell.
  3. Did a draft for a trailer that suppose to show the environment and how the weather can be changed . Not fancy editing and music so far.
  4. Test of the stormy setting. I'm mackling it so you would be able to change the weather and wind speed with the silder
  5. Getting close to finishing the project. Mostly fixing the performance right now. here's some recent screenshots
  6. More progress on the jungle part of the island. Still trying to find the balance with the foliage density. Wanna make it really dense but also very readable. And a video
  7. Started working on the forest part of the island
  8. Thank! Didn't knew about that feature in the engine. I've also been watching that YT channel a long time ago lots of useful info shame he stopped making it. I've played around with it and here's the results.
  9. Another update. I've decided to use the procedural foliage in the ue4. I was hesitant to use it before because it wasn't giving me results that i wanted from it, but now i finally figured out how to get what i want from it and it's a huge time saver in placing all of this foliage. Also I'm now using a Runtime Virtual Texture to blend the rocks and the grass with the landscape and it adds a lot in terms of believability i think.
  10. A little test of the weather rain system.
  11. Making the cliff meshes for the scene. Textures aren't yet final.
  12. Thanks! . About the small foliage it's still not decided if it's gonna be that or just a bunch of grass but i've seen it on the reference
  13. And the video. Still processing though
  14. Haven't been working on the project for about 2 months, wasn't liking the shape of the island and how the things were going , but finally found some courage and time to scrap some of the old stuff and start from scratch. Here's my progress so far. Had to redo the entire island and also some of the foliage.
  15. Thank you!, Yep its till ue4 and yeah all of the vegetation is made in speedtree.
  16. Starting to work on the background terrain, before going for the playable one, I'm planning on making multiple small islands that gonna have some old millitary installations and underground bunkers kinda like FarCry 1,3
  17. Decided to come back to this environment. Since it's pretty much 2 years old at this point i wanted to start from scratch. Here's some of the foliage that i've made for the new environment so far.
  18. Corvus

    [UE4] [WIP] Ryokan

    Here's a little demo i've recorded of the night scenario. Kind wanted to make it a bit more spooky feeling. Sorry for the keyboard noises
  19. Corvus

    [UE4] [WIP] Ryokan

    Thanks for the feedback. You're right about the overloading thing, i did went a bit overboard with the flowers. As for the trees i had to disable the tangent normals for the leaves since they were producing really ugly normals by default and that was the only way to fix it. Im using Speedtree and it cant really export to Maya or smth to do the smooth foliage normals. I've tweaked the shader a bit however and here's the result. Not ideal but that's the only solution for now. Also i was kinda hard pressed to find the examples of the dirt and grime on those types of architecture from the references Like here for example the walls look really clean. I do have the dirt decals on the edges though but they are fairly subtle. : D
  20. Corvus

    [UE4] [WIP] Ryokan

    Getting close to finishing this project
  21. Corvus

    [UE4] [WIP] Ryokan

    Made a sword today The white ribbon thing isnt finished.
  22. Corvus

    [UE4] [WIP] Ryokan

    Starting to detail some of the roofs. All of the texturing is done by using one trim texture for most of the geo.
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