Development Update - Cronut in Unreal 5!
[h3]Character work continues! [/h3]
I got some breakthroughs on hair and eyebrows, so I'm hurriedly going through the characters to get all of them done. I also discovered some issues with my sub-surface scattering settings on the skin thanks to a new feature I found with lighting in Unreal Engine. Everyone is getting fixed there now so they don't weirdly glow under brighter lighting.
I purchased new assets on the Unreal Engine marketplace to fill out a few areas, and the environment you see in the video is done, as far as its basic setup. I need to finish up the lighting and interior, but that should be a reasonably quick process.
Cronut is the star of this video as he finally got fully converted. I learned a few new tricks to get him looking decent, but he is now ready for animations, once I finish up his control rig.
[previewyoutube][/previewyoutube]
Apart from all that, I'm continuing to refine things and optimize my assets. Since I'm rendering everything out myself on my own hardware, it isn't essential. But the optimization helps reduce potential issues later and helps me get more comfortable with Unreal Engine's vast reporting options.
Clothing is a bit behind as I'm waiting for an update for the plugin I use to convert my characters. That should be out within the next couple of days, and, in the meantime, I'm watching some tutorials on clothing and cloth physics in Unreal Engine. I've got plenty to keep me busy, so while clothing is going to be a big piece, it allows me to shift my focus to other items on the to-do list.
You'll be seeing more early animations, once clothing is figured out. Now I must get back to all the things in development that need my attention. I'll try to keep these videos and development updates coming around once a week for the foreseeable future.
Have a great weekend and don't forget to join our Discord, we are hosting a small event featuring Cronut!
Cheers!
I got some breakthroughs on hair and eyebrows, so I'm hurriedly going through the characters to get all of them done. I also discovered some issues with my sub-surface scattering settings on the skin thanks to a new feature I found with lighting in Unreal Engine. Everyone is getting fixed there now so they don't weirdly glow under brighter lighting.
I purchased new assets on the Unreal Engine marketplace to fill out a few areas, and the environment you see in the video is done, as far as its basic setup. I need to finish up the lighting and interior, but that should be a reasonably quick process.
Cronut is the star of this video as he finally got fully converted. I learned a few new tricks to get him looking decent, but he is now ready for animations, once I finish up his control rig.
[previewyoutube][/previewyoutube]
Apart from all that, I'm continuing to refine things and optimize my assets. Since I'm rendering everything out myself on my own hardware, it isn't essential. But the optimization helps reduce potential issues later and helps me get more comfortable with Unreal Engine's vast reporting options.
Clothing is a bit behind as I'm waiting for an update for the plugin I use to convert my characters. That should be out within the next couple of days, and, in the meantime, I'm watching some tutorials on clothing and cloth physics in Unreal Engine. I've got plenty to keep me busy, so while clothing is going to be a big piece, it allows me to shift my focus to other items on the to-do list.
You'll be seeing more early animations, once clothing is figured out. Now I must get back to all the things in development that need my attention. I'll try to keep these videos and development updates coming around once a week for the foreseeable future.
Have a great weekend and don't forget to join our Discord, we are hosting a small event featuring Cronut!
Cheers!