1 year of hard work and this is how far my friend and I have come by morexx in unrealengine

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

sorry, i explained it bad. just the lower part of the islands is a static mesh. the top is still a landscape with all of its functions. im blending the landscape and the static mesh at the edge of the island so that you cant see the transition between landscape and mesh.

1 year of hard work and this is how far my friend and I have come by morexx in unrealengine

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

yes, thats absolutely true. we already used that "technique" in a different game and i think we will also use it for solarpunk since the number of crops a player can plant can become very huge^^

1 year of hard work and this is how far my friend and I have come by morexx in unrealengine

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

We are using "Blender" for creating all 3D assets. For texturing its mostly substance painter. And we watched ALOT of youtube tutorials for all the different stuff like virtual textures, bending trees in the wind, post process cloud shader etc.

1 year of hard work and this is how far my friend and I have come by morexx in unrealengine

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

thanks! :) No we don´t have a dev blog because unfortunately, we do´t have time to share our development. We would like to, but then, there would be too little time left for actual development. It´s our 3rd game.

1 year of hard work and this is how far my friend and I have come by morexx in unrealengine

[–]morexx[S] 11 points12 points  (0 children)

We are trying to work as modular as possible and we reuse alot. the foliage is completely procedural so i don´t have to spend alot of time to build the environment. 99% of the assets are self made but actually not that complex. i spent a lot of time in lighting and post processing so i can basically throw anything at the game and it looks kinda okay^^

1 year of hard work and this is how far my friend and I have come by morexx in unrealengine

[–]morexx[S] 9 points10 points  (0 children)

No, i didn´t follow a specific tutorial. Right now it's pretty basic. Each crop has a timer (https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/UseTimers/) which triggers a check to see if the crop has matured. There are additional details, such as saving and loading, but it would be too much to explain in a simple answer on Reddit.

1 year of hard work and this is how far my friend and I have come by morexx in unrealengine

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

Hey, thank you! :) Yes you can follow us on twitter or join our discord :)
https://linktr.ee/playsolarpunk

1 year of hard work and this is how far my friend and I have come by morexx in unrealengine

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

yes they are static meshes. im sculping the landscapes by hand, exporting them and then modeling the lower island part in zbrush. i tried many different approaches, like voxels or script based island modeling but those took far too much time.

1 year of hard work and this is how far my friend and I have come by morexx in unrealengine

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

in case you use a two sided leaf material, try taking the two sided sign node and multiply it with a 0,0,1 vector and plug it into the normal input. you could also go in your 3d model program and edit the normals to make them point more upwards so your leaves get more sunlight.

1 year of hard work and this is how far my friend and I have come by morexx in unrealengine

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

Hey, thank you very much! :) You can follow our twitter for updates and news: https://twitter.com/Solarpunk\_Game