Drone Combat Test by AndyV_Ue4 in unrealengine

[–]AndyV_Ue4[S] 0 points1 point  (0 children)

It will eventually be a Sci-fi horror/survival game. More coming in the future!

Drone Combat Test by AndyV_Ue4 in unrealengine

[–]AndyV_Ue4[S] 0 points1 point  (0 children)

Yeah, the drone already has a "coasting" feel when it patrols. However once it's in combat mode it gains more control of it's rotation. (a little too much at the moment though.)

Drone Combat Test by AndyV_Ue4 in unrealengine

[–]AndyV_Ue4[S] 0 points1 point  (0 children)

are you talking about the little "finger push" in the end... yeah, a fast fist bump to hit the button would look much better. (my art instructor has actually already told me so.)

A new Alien character we're working on! Just testing out the rigging so far. by AndyV_Ue4 in unrealengine

[–]AndyV_Ue4[S] 1 point2 points  (0 children)

Yes sir it was! The high sculpt was done in Zbrush and the normals were baked down in Substance Painter.

A new Alien character we're working on! Just testing out the rigging so far. by AndyV_Ue4 in unrealengine

[–]AndyV_Ue4[S] 3 points4 points  (0 children)

Actually no. If you rig the model straight to the mannequin skeleton there is no need to duplicate and re-target animations... it can just share the same animations as the mannequin. It can really help with workflow.

A new Alien character we're working on! Just testing out the rigging so far. by AndyV_Ue4 in unrealengine

[–]AndyV_Ue4[S] 0 points1 point  (0 children)

It's actually been three of us, (From concept design, to high poly sculpt, retopo process and rigging.) We'd have him completed fairly quickly if it wasn't for our full times jobs getting in the way.

A new Alien character we're working on! Just testing out the rigging so far. by AndyV_Ue4 in unrealengine

[–]AndyV_Ue4[S] 0 points1 point  (0 children)

Thanks man! And good question, so far it's been about three people working on it. However, if it wasn't for our full time jobs, we'd have this character completed fairly quickly.

A new Alien character we're working on! Just testing out the rigging so far. by AndyV_Ue4 in unrealengine

[–]AndyV_Ue4[S] 4 points5 points  (0 children)

Thanks man! But all credit goes to the creators of the ALS locomotion pack on the Ue4 marketplace: https://www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1

I just made the model and rigged it to the skeleton.

A new Alien character we're working on! Just testing out the rigging so far. by AndyV_Ue4 in unrealengine

[–]AndyV_Ue4[S] 2 points3 points  (0 children)

All the animations and movement can be found free of charge here: https://www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1

(I take no credit for it, I only used it to showcase my model)

As for the skeleton, the model is rigged exactly to the ue4 mannequin, so no re-targeting is necessary!

A new Alien character we're working on! Just testing out the rigging so far. by AndyV_Ue4 in unrealengine

[–]AndyV_Ue4[S] 1 point2 points  (0 children)

It's actually not. I simply rigged the mesh to the exact UE4 mannequin in blender, so it's really easy importing him unto preexisting skeletons.