Having fun diving into UE Control Rig lately. Epic’s new resources pushed me to explore more, especially physics and runtime animation. #UE5 #TechAnim #Robot #gamedev #ControlRig
Started a new challenge in my free time, a kind of devlog journey around this spider mech character. First step, walking procedurally! It can adapt its steps, and with custom gravity, it now sticks to surfaces and walks across any angle, even rocky, uneven ones. #UE5 #ProceduralAnimation #GameDev
I wrote a brief document about the tool, which you can find here: github.com/proceduralit... Download links on Fab & GitHub: github.com/proceduralit... www.fab.com/listings/777... I hope it’s useful for anyone exploring procedural workflows in Unreal Engine! #UE5 #PCG #TechArt #Gamedev
Book Row Stacker
A collection of Unreal Engine experiments exploring Procedural Content Generation techniques using PCG graphs and custom tools. - proceduralit/PCGExperiments
github.com
Procedurally generating a row of books in Unreal Engine using PCG is fairly straightforward, but handling gaps and calculating lean angles was a fun challenge I explored in my free time. Books 3D Model: www.cgtrader.com/free-3d-mode...
Procedurally generating a row of books in Unreal Engine using PCG is fairly straightforward, but handling gaps and calculating lean angles was a fun challenge I explored in my free time. Books 3D Model: www.cgtrader.com/free-3d-mode...
New update on my WIP Ivy Generator Using Geometry Scripting in Unreal, I saved branch length and spawn time into a new UV channel during StaticMesh export. Then used that data in a custom shader to animate ivy growth over time. #UE5 #PCG #GeometryScripting #TechnicalArt #Shader
Added some new features to my UE Ivy Generator: Sub-branch generation for more natural growth Size filtering to remove short branches Merge & export to save ivy as a new static mesh Still a work in progress, but getting closer! #UE5 #PCG #Procedural #Techart
Implementing the Space Colonization Algorithm in Unreal Engine PCG has been an exciting challenge to tackle in my free time. PCG generates the branch points, which are then sent to a blueprint to create branch meshes using spline mesh. #UE5 #PCG #ProceduralArt #TechArt