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SNAP_M_kehrhon.png

Geometry

  • All Skeletal Meshes
  • Subdivision Surfaces
    • subdivision
      • initial dev phase
        • remains "course mesh" (no subdivision yet)
      • planned (options)
        • within UE$: dynamically if supported/practival
        • external: create multiple LODs prior to input

Animation

  • procedurally generated in AS
  • baked into .fbx @ 60 fps
  • auto-applied applied to
    • bone transforms
    • morphs (mesh deformation)
  • manually connectable to
    • dynamic shader params
    • particle system params

Materials

  • AS-based common set of material tags
    • Chrome, Dark-Plastic, Light-Plastic, Tire, etc...
  • remapped to available Materials
    • initially manual
    • planned: auto-mapping and creation of dynamic shaders
Cannons_4_Abp.jpg
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