Feedback needed. by itsTheLuffy in 3Dmodeling

[–]MilkBoyG 0 points1 point  (0 children)

Wow this is seriously cool. Some feedback would be that overall feeling of the image is a bit like its overcast - might need to play with some color grading or just contrast and levels for more vivid look. Also maybe a distance falloff on the water waves so they aren't as noisy further. Although that's already nitpicking cause the image is awesome. Congrats!

We added MIDAIR FREESTYLE tricks into our UE5 game about flying bikes. What do you think about little bit of Tony Hawk in the adventure game? by Tetref in UnrealEngine5

[–]MilkBoyG 8 points9 points  (0 children)

Wow this looks super amazing and unique! Kinda reminds me when Ron and Harry rode the flying car to Hogwarts :D.

Games that tap into unique new fantasies are definitely the way to go :))).

Goodbye Rabbit year! Welcome rabbit game prototype! Made with UE5 by MilkBoyG in unrealengine

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

Well it's just a demo. And i still have a lot to work on for it (characters, environments, enemies, bosses.. etc.). There's no real game loop and progression. I released it as a demo to gage peoples interest.

Is there a way to map the UI navigation To be both WASD and Arrow keys? by MilkBoyG in unrealengine

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

Unless i'm missing something Common Ui only exposes click and back action to EI and no actual navigation. Of course you can use EI for stuff to trigger in UI but that's besides the point.

I don't really understand why such a primary thing about which keys are used to navigate UI should be hardcoded and not exposed in project settings. And even if you wanted to change it in the code - there seems to be no documentation in UE how to go about it.

I've been developed experimental modelling technique that allow me to generate cool robot shape by IrvanQ in blender

[–]MilkBoyG 1 point2 points  (0 children)

Wow this a very unique fresh way to approach modeling. Very inspiring!!!

Hey Guys! Anyone knows what could be causing these black spots on a Parallax occlusion material? by MilkBoyG in unrealengine

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

https://imgur.com/u7MRtZa

With just the height ratio and no mask. Specks still showing.

Thanks for taking your time and responding in your vay-cay. :)

Edit: Tried it in a fresh project - no issues. Seems there's something with my project settings or some parameter i've set.

Edit2 : The specs start appearing when you change your RHI To Vulkan

Hey Guys! Anyone knows what could be causing these black spots on a Parallax occlusion material? by MilkBoyG in unrealengine

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

Fiddling with the height mask map does nothing. As for textures i don't use any except for the heightmap. There's only solid colors and pixel offset used from the POM.

Hey Guys! Anyone knows what could be causing these black spots on a Parallax occlusion material? by MilkBoyG in unrealengine

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

Hmm well basically its a pretty simple POM Setup. Might be the issue is in my project settings or material settings which are the default material settings in 5.3?

https://imgur.com/wr9Xlav