I decided to reuse some assets from the infiltrator techdemo from 7 years ago. The assets still look insane and provide a high quality. But I had to spend some time to get the character mesh fully working.
So I managed today to reuse the mesh with ControlRig and IKRetargeting. This allowed me to quickly prototype a rifle pose. ๐คฉ
#Unreal's Infiltrator Remastering Journey
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Infiltrator Techdemo Remastering Journey | UE5
Unreal's Infiltrator Remastering Journey | UE5
Unreal's Infiltrator Remastering Journey
Got the character almost working, more tweaks will follow soon. ๐
https://youtu.be/83_cm_kqgIM
This is a side scroller demo, which I am currently working on.Today I decided to share my progress with the character from the Infiltrator techdemo. It took quite some time until I got him properly working. Still needs some tweaking, so stay tuned for further updates.Weekend Side Scroller Devlogs, https://youtube.com/playlist?list=PLslFX7TZAr89v...
a tutorial to get this character working is useful for many ๐
Aye! I am thinking about it a lot. But at first I like to create a demo with some gameplay. ๐
That is how I started ๐คญ
This is a side scroller demo, which I am currently working on.
Today I worked on the hair physics and gun mechanics. Let me know in the comments below if you like to play him as well?
Weekend Side Scroller Devlogs, https://youtube.com/playlist?list=PLslFX7TZAr89vHS9KKRMspXy6badb0Rgd
Stay tuned for further updates.
โค https://www.instagram.com...
Worked a littel bit on the shooting mechanic today.
Worked a little bit on the animation workflow for the character. Everything can be done directly in Unreal through ControlRig, some scripts and a little bit of changing settings. So I can migrate anim curves, constraint ik and vb bones, correctly retarget UE5 and UE4 manny animations to him. As well quickly blockout new overlay states like here.
PickerUI, still work in progress!
debugging UI of the character system
Pickup system for combat items works across multiple skeletons through a data table. It allows me to set weapon settings quickly and use the linked anim graph of the character. Super convenient already for prototyping.
Lots of things need to be polished, but slowly everything is coming together.
https://youtu.be/CljRHBR2Pl4
This is a side scroller demo, which I am currently working on.
Still lot of small issues but everything is coming slowly together. Let me knoy what you think about the first combat shots in the comments below!
Weekend Side Scroller Devlogs, https://youtube.com/playlist?list=PLslFX7TZAr89vHS9KKRMspXy6badb0Rgd
Stay tuned for further updates.
โค...
A side scroller demo, which I am currently working on.
Within the last session I decided to polish the visuals a little bit. Still lots of issues are left, but I really like what is presented on the screen.
Weekend Side Scroller Devlogs,
https://youtube.com/playlist?list=PLslFX7TZAr89vHS9KKRMspXy6badb0Rgd
Stay tuned for further updates.
โค h...
Pls fix your exposure settings put them all to 1 and then you can place them on a white surface it will bring out the detail alot
Thanks I will try it out during the next session ๐
More bad ass poses.
Gets better and better
A side scroller demo, which I am currently working on.
Within the last session I decided to polish the visuals a little bit. Still lots of issues are left, but I really like what is presented on the screen.
Weekend Side Scroller Devlogs,
https://youtube.com/playlist?list=PLslFX7TZAr89vHS9KKRMspXy6badb0Rgd
Stay tuned for further updates.
โค h...
Very cool bro
Decided to work on the AI. Perception is already working. Now I am working on EQS.
Forgot to share the progress on EQS
https://youtube.com/shorts/keNVGTU_yPs?si=irMmrzC_FCBGyat5
https://youtube.com/shorts/Sj9loCwxYdw?si=KfNqkX5A24Gst0dh
Since a few days I am reworking the entire code base to make it more scalable. So I was able to improve the switching between the views (third person, fixed camera like top down side scroller ...)
It works in multiplayer as well
Then I worked on shooting
A side scroller demo, which I am currently working on.
Somehow I lost the motivation to continue the project. But happily found the motivation during the last weekend again.
Now two platforms work and I upgraded the project to 5.3, soon 5.4. Ragdoll is now tick free as well. Thanks to enhanced input system almost all controls are similar to ol...
It is getting better and better from day to day.
https://youtube.com/shorts/ZXjLQ5YBT3c?si=D7vpp2K6sOrNnYE1
https://youtube.com/shorts/X4qlfZwuieg?si=HUKIpALMEXS3fPRW
this gives me paper mario vibes with the camera switching
Ported the entire projectile implementation from BP to C++. Moreover, penetration works now way smoother and does not need anymore spawning new projectiles after penetration. Learned how to reset the projectile movement component. ๐
Interesting! Sadly never played it. But my inspiration source is Contra. ๐
Are you Looking for someone to create for you a stunning game characters
Guess you are with the right person inbox me to get the best characters
Did some improvements to the projectile implementation. Now penetration looks a bit more realistic as I am using a delayed teleport.
https://youtube.com/shorts/y_V0GCNqmEI?si=319QQao5Bym-sr_x
https://youtube.com/shorts/u6nO2t9ujn4?si=aBJSdYzI0e38y9by+
Thx for the offer, but I can not currently pay you in anyway. Moreover, my main character is alread set, it's this bad guy. ๐