This is my project post, where I am going to update my progress in the coming days / weeks. It would be cool if others like to adapt this format. That way we can all share our updates nicely bundled in one thread per project.
LowPoly Landscape
selfmade HoverTank in Blender
Textured in Substance Painter
c++ hover actor component
I found a blueprint hover mechanism on the UE4 forums. Thanks to this course I was able to rewrite it as independent c++ actor component following the steps from @ben with his Tank Aiming Component!
You are right. I was testing out more geometry in blender for the engine output but later went with a simple plain backplate and an emissive grid while texturing the model
Foliage is a landscape painting function to populate the terrain with meshes. Baked shadows are not supported (yet) for foliage placed instanced meshes :-/
I need to fake it somehow because setting these up for dynamic real time shadows is insane ^^
I stopped in for about 10 minutes and watched you. (Twitter is ProdigalKing, fyi).
Looks like things are coming together quite well for you, Cala. Definitely digging the low-poly vibe, and the light emitting from your tank and crystal foliage. Keep it up!