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Monthly Archives: July 2017

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Tutorial: Photogrammetry Rubble Prop

July 30, 2017 by AlecMoody

I wrote this tutorial for my personal website earlier this year but I am moving it to this blog for it’s faster servers and because writing a follow up guide covering what I have learned building models for this game. Reality Capture Sculpt, Low, and Baking  

Categories: Uncategorized

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Game update

July 28, 2017 by AlecMoody

Over the last week I made a bunch of a new art and did polish pass on the gameplay system. In the prior gameplay systems posts I was working with a single variable that controlled install and removal called “bInstalled.” This was good for testing the flow of communication and getting the basic structure working, […]

Categories: Art, blueprint, gameplay systems, Uncategorized

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Garage updates

July 27, 2017 by AlecMoody

I made the garage bigger and brighter while adding more variety to the types of spaces. I’m still working at a sketch level of detail so that I can keep things flexible for future changes. I’ll do polish pass on the garage much later in development when I have a totally clear idea of what […]

Categories: Uncategorized

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Art Post- VR hands

July 22, 2017 by AlecMoody

I wanted a nice looking set of replacements for the default Unreal hands but I didn’t want to take a week+ to build them in marvelous designer and Zbrush. Like with the car parts, I am using photogrammetry to get a high quality result quickly. The scan was about 350 photos process in Reality Capture. […]

Categories: Art

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Gameplay systems update

July 11, 2017 by AlecMoody

I am nearly finished with the first pass of prototype functionality. Here is a video of the current system in action:   This still needs a lot of polish and there are a few bugs. It’s possible for the bools to be in the wrong state if you swap parts in your hands while in […]

Categories: blueprint, gameplay systems

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Assembly and Disassembly update

July 7, 2017 by AlecMoody

I am almost finished with the basic systems for assembly and disassembly. Each car part is a child class with a new static mesh and target socket defined in the construction script. I also implemented the ability to pickup and drop sub objects in a blueprint. I am planning around a basic structure with 3 […]

Categories: blueprint, gameplay systems

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Metal fab- Firepit

July 4, 2017 by AlecMoody

I spent my 4th of July finishing up a fire pit for my backyard. It’s 3/16 plate and 14 gauge 1″ tube. The firepit is 38″ square and almost exactly 150lb. I had planned to paint it but I really liked how it looked halfway through removing mill scale with muriatic acid. I sprayed it […]

Categories: Fabrication, Uncategorized

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Free 3d scans

July 2, 2017 by AlecMoody

I am sharing low resolution copies of my 3d scans so that the aftermarket community can use them to develop new parts. I will continue to update this library as I make more scans. The files are in obj format with two different triangle counts. Download them for free on gumroad here: https://gumroad.com/alecmoody# Accuracy of […]

Categories: Art, Fabrication

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3d printed air intake design

July 1, 2017 by AlecMoody

I designed in this a few years ago and published it under a creative commons license so that people could print their own.  Here is some information I wrote back in 2014: Download here: Design The goal of this intake system is draw ambient air into the engine while getting close to ideal intake tract […]

Categories: Fabrication

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