The Forefront – Modular Characters

In this post I will look into the use of modular characters in more recent games. For some time RPG games have used a somewhat modular design in the depiction of certain enemy or hero characters. Unlike more action orientated titles like Halo or Devil May Cry series, games like Skyrim and The Witcher 3…

The Forefront – Ambient Occlusion

During my look into lighting methods in DevDiary 7.5 (https://scribble285.wordpress.com/2017/08/03/dev-diary-week-7-5/) I briefly mentioned ambient occlusion. Which is a method of darkening the edges of an object to create the sense of complex lighting. (Source: CryEngine demo) With the image above you can see that while the shadows calculated on the left are accurate, they come across…

The Forefornt – Real-Time character showcase

(Source: https://www.polygon.com/2017/3/1/14777806/gdc-epic-rogue-one-star-wars-k2so) A few of the many reasons why I finally decided to do a real-time character project were that A – I wanted to finally give people the chance to explore my models as they wanted from all angles and B – real-time renderers were getting pretty powerful, with UE4 and CryEngine V paving the…

Dev Diary: Week 9

Welcome to the week nine round up of the Hangar 45 student project! Here you will see some of the progress I have made with this task on a weekly basis and see me talk about some of the challenges and (more importantly) solutions that I deal with. Project Phase 2 COMPLETED This week I’ve…

Dev Diary: Week 8

Welcome to the week eight round up of the Hangar 45 student project! Here you will see some of the progress I have made with this task on a weekly basis and see me talk about some of the challenges and (more importantly) solutions that I deal with. Project Phase 2! Now that I’ve completed…