Abdou Bouam
@abdoubouam
3D artist | Game Dev ⵣ🇩🇿 | I speak English and Kabyle, some French and Arabic He/Him | Views are my own Tools I use : Blender, Substance, Unreal, Marmoset, Plasticity No NFTs or Gen-AI
Added head bobbing. 3 different animations for idle, walk and run. Probably too much for actual gameplay, but it'll work for an environment showcase
I made a censor/pixelation effect in Unreal. I probably won't use it for the project, but I wanted to experiment and see if it can be done
Finished the statue models for the environment. Since they are not super important assets, I skipped manual retopo and got lazy with UVing. If there are issues I'll go back and fix them. (I don't think it's necessary but I pixelated the nipples and genitals just in case)
Some statues for the RE-inspired environment. I'm adding details to the t-pose version, then I'll work in fixing deformations and pose specific details. I used the base meshes from the Blender starter assets, and references poses from TrueRef
Very early blockout of the new environment, the care center from RE Requiem. I'm debating whether I should take more screenshots to make a more accurate copy, or just limit myself to the screenshots I already have, use different reference pictures, and make it a concept interpretation instead
Went for a walk for the first time, are these stats ok? "10799cm stride" 😭 (I accidentally picked "walk" instead of "cycling" in the tracking app lol)
My 2nd clay sculpture attempt, a sleeping baby deer this time. I tried letting it dry a little bit and then carved some details and corrections afterwards, it worked really well! Can't wait to paint it
I tried an Android build as a joke, but it kind of runs?? My phone is 7 years old at this point, and the game is targeting a SteamDeck and mid-range PC, so the fact that I'm getting single digit FPS at all is a miracle (ignore the wrong spawn point)
You know you're an environment artist when you immediately recognize bricks
You can also include Emojis in UE Blueprints. Forgive me father for I have sinned
So the next thing I programmed after making the renderer is the corruptions (I have my priorities right)
The platform-specific code (orange) does: 1-Read the list of pressed inputs 2-Call "Update()" every frame, provide inputs and delta time 3-Receive and display the rendered image, and play the list of sounds, and status (eg. highscore). To play it inside UE, I only need to implement the orange part
I implemented color palettes and 2D tile renderer, the first real milestone of my C++ game ""engine"" It mimics rendering capabilities similar to the SNES and Sega Genesis: 480x270px (16:9), and 64 colors. I'm making it platform-agnostic, so it can run standalone or even inside Unreal itself
What does "Parent Size" say? and is output size say 0 for both width and height? (double click in an empty space in the node graph if you don't see it)
Fixed the major bugs. It needs some polish, but it works! (ignore the arrow, it's for debug only lol)
Yes I vibe-code : I vibe to 2010's techno while I handcraft the shittiest C++ code known to man
Export to unreal, and set the material domain to "Deferred Decal" and the blending mode to "Translucent". and voilà
make the decals on top of the original mesh, and make sure the UVs are correct
The raw baked map is not tileable, so I used a photo editing software, Affine it 50% vertically , and the patch tool to get rid of the seams. The end result looks like this. I also made an opacity map