RiME: Breaking Down the Stylized Water
Events
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Milwaukee US   17, Jun — 22, Jun
New York US   17, Jun — 20, Jun
St. Petersburg RU   19, Jun — 21, Jun
TBA BR   22, Jun — 24, Jun
Amsterdam NL   25, Jun — 28, Jun
Latest comments
by Charlotte Delannoy
10 hours ago

Thanks a lot ! Did you give some masterclass of something ?

by Hun Young Ha
12 hours ago

How is the Clovers sit on top between tiles? for mine, blend modes doesnt seem to be working... they follow the height of the tiles which results in extreme distortion of clovers following the height changes of tiles

by Gary Sanchez
13 hours ago

I really liked Cris Tales, its a Colombian game, i really like it how it looks, its like a old JRPG with a unique graphic style: https://www.youtube.com/watch?v=EXAUWjhqeKg

RiME: Breaking Down the Stylized Water
2 May, 2018
News

Simon Schreibt has shared a great talk from Unreal Fest Europe 2018 that focuses on the way the team of Tequila Works has been dealing with different stylized effects of RiME. The talk mainly focuses on the water part, so learn some liquid tricks and use them in your projects. 

This is a talk I gave on the Unreal Fest Europe 2018 about three stylized effects in RIME. It’s based on the one I gave 2017 but extended about the water materials of RiME.

Thanks to Tequila Works for letting me speak about the effects and all the nice people I had the opportunity to speak to at the event. It was awesome!

Unreal Material

To get the material working on your Unreal Version (tested with 4.13 and 4.19.1):

  1. Download Material Package
  2. Extract directly to your content folder (not in a subfolder!)
  3. Start Unreal and open the main material:
    \Content\BaseMaterials\SeaShaders\Shaders\OceanMaster_M
    Or the material instance which contains all the settings for the water in Rime Level 1:
    \Content\BaseMaterials\SeaShaders\Settings\Settings_SeaStage1

Simon Schreibt 

You can find more cool talks from the artist here

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