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…

Dev Diary: Week 7.5

This is a small impromptu  update about possible project changes… The main focus of this project is to create a diverse set of game engine ready character from a shared set of custom 2D and 3D building sets. In order to show my character work in the best possible light I chose to use Unreal…