Generally, I do all of my game work on my primary monitor (Dell 27" S2716DG) which I’ve run through a couple of color/brightness/etc. calibration tools. I have not done the same for my under-resolution — due to outputting to multiple displays from a laptop — Samsung 32"…
I integrated the 4.14 release of Unreal Engine 4 into my custom fork early last week. The 4.14 UE4 update was pretty great. So, since I have a fairly good workflow in place to (relatively) easily merge in UE updates into my fork, I did so.
I have been pretty focused on refining the lighting, shading, and texturing methods used throughout Steel Harvest’s prototype level lately, and I feel like it’s time to share some of the things I’ve learned. This is in no way related to the potentially…
Sometimes you take years of graphics and lighting and shading knowledge… And apply it to a mobile home.
A destructible mobile home at that.
I’ve largely been focused on shader development, material improvements, and general graphical improvements to a bunch of our prototype level assets lately. On top of that, I completely rewrote the character shader, thus making the current iteration version 3 of the character…
As someone with a good eye for art/composition, no real artistic talent to speak of, and fairly enormous world datasets: I have absolutely zero interest in hand-painting my terrains. Furthermore, I just don’t like the idea of a height map being…