Ozone Subdivs = Dynamic Curvature A small video to discuss how Ozone Story Tech Subdivs are different in Epic Games #Unreal Engine than polysmoothing. The key idea is that subdivision gives your models "Dynamic Curvature" which means that the smoothed surface actively changes while deforming. This often give much more life to the surface of a model, with far less weighting work, as its effect goes past the non-deforming spans in the source cage. Simple way to say it... more movement on the final surface, with less work means spending less time and money for higher quality results :) More videos like this will be available, for free, on Ozone Story Tech new training portal website that will go live by the end of the year. Kevin Noone Fredrik Nilsson Chase Cooper C. Michael Neely James Rogers Douglas Bell Neil Helm William Vaughan Brad Clark Duncan Burbidge Rich McKain Richard Dixon
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Ink And Steel just launched its Steam page after a year of building a custom RTS engine inside Unity. The result is Ink & Steel, a real-time tactics game focused on large-scale battles and performance-first foundations. See more: https://lnkd.in/dmfFNkJF #gamedev #indiedev #indiegames #unity3d #gamenews
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🌳 Real-Time Tree Render | Wind Simulation | UE5 + SpeedTree Exploring real-time foliage workflows using Unreal Engine 5, focusing on: • Optimized tree assets • Wind simulation interaction • Cache building for smooth real-time performance • Clean LOD & shader setup for games and cinematics This pipeline helps achieve natural tree motion while maintaining high performance in real-time environments for video production pipeline. Still refining and improving — feedback & suggestions are always welcome. #UnrealEngine5 #SpeedTree #RealtimeRendering #FoliageWorkflow #WindSimulation #EnvironmentArt #GameArt #CinematicCGI #3DArtist #ProceduralFoliage #VirtualProduction #UE5 #RealTimeCG #onat
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Ever had a fast-moving bullet pass straight through a wall in your Unity game? That's the tunneling problem, and it can break player trust instantly. Unity's Continuous Collision Detection (CCD) solves this by sweeping colliders along their movement path instead of just checking at discrete points. With four different modes—Discrete, Continuous, Continuous Dynamic, and Continuous Speculative—you can balance performance with precision based on your needs. Perfect for projectiles, racing games, and any scenario where speed matters. I've documented practical examples and performance considerations here: https://lnkd.in/gRFm8W97 Credit to Binary Impact GmbH for creating these thoughtful and well-designed trading cards. #UnityTips #Unity3D #Physics #CCD #CollisionDetection
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Created a set of custom shader materials using Unity URP Shader Graph, including Dissolve, Vertical Dissolve, Invincible, and Elemental shaders (Water, Ice, Fire, and (Triplanar) Earth). These shaders were designed for real-time gameplay use, with artist-friendly controls and optimized for performance in mobile and PC projects.
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Lighting and camera positioning play very important roles in signalling points of interest and establishing the size of RTO’s environment. But that also creates a problem: how do you maintain that imposing sense of scale in these larger levels without zooming so far out that you actually start diminishing the feeling of the space? The split screen idea we landed on here is a little unusual, but I'm quite happy with how it turned out!
In Return to Omega, some levels are too large to fit in a single frame. We still need to maintain that sense of scale while keeping players informed of critical events happening across the environment. A dynamic split screen was the solution. When Alpha triggers distant mechanisms or environmental reactions, the screen will automatically split to show both the player's immediate action and its consequences elsewhere in the level. This gives players a direct window into what Alpha can see and experience exactly when it’s needed. Making these transitions feel natural was important: as players move toward the area shown in the split view, both screens seamlessly merge back into one. #indiegame #indiedev #unity3d #unity #gamedev #blockout #leveldesign
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In Return to Omega, some levels are too large to fit in a single frame. We still need to maintain that sense of scale while keeping players informed of critical events happening across the environment. A dynamic split screen was the solution. When Alpha triggers distant mechanisms or environmental reactions, the screen will automatically split to show both the player's immediate action and its consequences elsewhere in the level. This gives players a direct window into what Alpha can see and experience exactly when it’s needed. Making these transitions feel natural was important: as players move toward the area shown in the split view, both screens seamlessly merge back into one. #indiegame #indiedev #unity3d #unity #gamedev #blockout #leveldesign
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Ever wondered how to make fish schools react to players in Unreal Engine? Mesh Distance Fields enable fish to swim around obstacles with realism. William Wang designed an advanced system to achieve this behavior. William Wang This opens doors to more immersive underwater environments and games! If you’re into #unrealengine or #gamedev, stay inspired by this tech. P.S: Want to master Blender from scratch? Get started here: https://lnkd.in/gf3nRUWE
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Week 8: Sliding Mechanics, Hitbox Variation, and Speed Alteration This week focused on refining my character’s movement system rather than adding large new features, but it proved to be very valuable in terms of understanding gameplay control and balance. I worked on implementing a sliding movement mechanic, adjusting both the character’s speed and hitbox size while sliding to better reflect the lowered posture. This helped improve collision accuracy and made the movement feel more intentional and responsive. One issue I encountered was that the character could slide infinitely, which highlighted the importance of limiting player actions to maintain balance. I aim to resolve this next week by introducing a time-based restriction, something I failed to do over the previous week successfully. Overall, this week helped me better understand how movement states, hitbox changes, and how small tweaks can significantly improve gameplay feel.
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Just look at those wetness maps and dynamic overflows in Unreal 🤯 Water reacts in real time as scenes transform before your eyes. It’s powered by mesh distance fields, sampling SDFs and driving fluid velocity. Created by Andras Ketzer All this at 2K res, 260 FPS, over a massive area on an RTX 3080. The future of real-time VFX is mind-blowing. #ue5 #unrealengine #realtimevfx #gamedev P.S: Want to master Blender from scratch? Get started here: https://lnkd.in/gf3nRUWE
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🎮 World / Level Design Concept – ARC Raiders | “Vulkan” I’ve been working on a new map concept for ARC Raiders, called Vulkan. Vulkan is an evolving PvPvE map built around an active volcano that progressively impacts gameplay: 🌋 rising environmental threat 🧭 routing and decision-making ⚖️ strong risk / reward dynamics ⏱️ increasing time pressure on players The concept is presented as a Design Document (PDF) and covers: Global map structure How the level evolves over time Risk & reward philosophy Integrated narrative quests Technical and readability constraints This work is intentionally design-first (intentions, pacing, flow, systems) and serves as a foundation that could be pushed further into a UE5 blockout. 📄 👉 https://lnkd.in/e4d5RnMU Always happy to get feedback and discuss World / Level Design. #LevelDesign #WorldDesign #ArcRaiders #GameDesign #PvPvE #UE5 #GameDev #Portfolio
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