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Dylan

@dylanmeville.com
1K followers 637 following 588 posts

Code/Art Wizard @ Everglow Interactive | I made Party Panic | Now I make waterfalls

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Dylan @dylanmeville.com · 30/09/2026
Bunny clothing shop NPC done I think. How's she look? Any name suggestions?
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Dylan @dylanmeville.com · 29/09/2026
My solution, make a version of the body with the legs combined as if they were a dress, copy the weights from the body mesh, then adjust the weights between the legs on the simplified mesh (fewer verts, non-complex geo = easier!) then copy weights from that onto the final dress!
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Dylan @dylanmeville.com · 28/09/2026
Getting in the groove of making new clothing pieces but every time I make a dress/skirt having to manually paint the weights is KILLING me I have a great system for most things, just copy weights over from a base mesh, and transferring morphs, but UGH fixing weights
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Dylan @dylanmeville.com · 24/09/2026
Next NPC is the clothing shop owner, doodling designs and thinking of something like this. She needs a name!
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Dylan @dylanmeville.com · 22/09/2026
Working on the outfit for the first NPC you meet, Professor Whiskers. He uses his magical staff as a fishing rod! (also slowly adding more equipment pieces like little hair tufts you can place etc!)
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Dylan @dylanmeville.com · 19/09/2026
While working on new clothing, I decided being able to choose colours from a limited palette only is kind of lame. So I added a colour picker, and a way to save colours so you can quickly use them again later. Still needs polish though!
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Dylan @dylanmeville.com · 07/09/2026
Ur a wizard harry
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Dylan @dylanmeville.com · 05/09/2026
Can any Maya users explain why this happens? Sometimes when I extrude the original face gets duplicated so the object stays solid. Other times it moves the selected/extruded face up and leaves a "hole" where it was. Is there a setting for this? Or something?
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Dylan @dylanmeville.com · 04/09/2026
Meow. New cat ears, earrings, wizard hat, and some quick legging variations today. Slowly working my way towards the wizard cat's npcs outfit
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Dylan @dylanmeville.com · 01/09/2026
Added shoes as a new equipment type that properly changes your characters height. And some accessory tests that you can manually adjust the placement of! (also new hair, and clothing models on this character but it was just a cleanup pass as I nail down the workflow)
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Dylan @dylanmeville.com · 14/08/2026
Spent the working on the first boat and polishing it up. Incudes adding some details to make the boat feel a bit more fancy, a magical steering wheel the character actually turns, and new splash vfx. Ready to go sailing on the great sea!
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Dylan @dylanmeville.com · 12/08/2026
Added a magical steering wheel for the boats on stream today. Player used to just stand there unresponsive while driving, so this little bit of polish really levels up the feel!
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Dylan @dylanmeville.com · 07/08/2026
Which house are you choosing?
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Dylan @dylanmeville.com · 21/07/2026
Niagara system to trace downwards and position the particles. It took me way too long to figure out I had to add the collision thingy in the map get lawl I always struggle with niagara so hard
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Dylan @dylanmeville.com · 21/07/2026
OooOoOoo misty ground particles spawning on only the water/shoreline/island meshes. Gotta figure out how to make the billboarding not look so dang gross but works good!
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Dylan @dylanmeville.com · 21/07/2026
Unreal Niagara/VFX Question. Thinking about adding a "ground mist" effect like particle spawns close to the ground and flowing along (for rainy/stormy/misty weather). If the ground is just meshes (not landscape) how could I do this?
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Dylan @dylanmeville.com · 19/07/2026
Anyone know of workarounds on how to make SetActorRotation on an obj sweep properly? My boat is moved via SetActorLocation/Rotation. SetLocation has a sweep option, so if I move forward (without rotating) I collide properly. But if I don't move and only rotate, I clip through!
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Dylan @dylanmeville.com · 17/07/2026
First house design done!
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Dylan @dylanmeville.com · 06/07/2026
System is easy to set up with as many different materials for flooring/wallpaper as I want (even animated ones!) and they're all colour-customizable just like all other furnitures!
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Dylan @dylanmeville.com · 06/07/2026
Working on cleaning up the wallpaper/flooring items. Got proper previews in the house now!
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Dylan @dylanmeville.com · 04/07/2026
Made this little item details panel today
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Dylan @dylanmeville.com · 04/07/2026
Crab trading card
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Dylan @dylanmeville.com · 01/07/2026
Making some huge placeable building parts, I realized I can't take them to the customization shop to change their colours like normal furnitures, so I added paint that you can drop on any item!
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Dylan @dylanmeville.com · 13/06/2026
Added a 3d item preview in your inventory, so you can see the item (and the customizations on it) before you place it. Will also use this as a details panel for item info!
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Dylan @dylanmeville.com · 11/06/2026
Working on furniture! Things are now interactable, and sit-able!
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Dylan @dylanmeville.com · 11/06/2026
Is there a way to show this Transform widget gizmo in the asset editor window (left)? Only seems to show up in the editor viewport (right). Would be nice to be able to edit it without having to drag the asset into the scene and then copy the transform over...
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Dylan @dylanmeville.com · 04/06/2026
You can now cycle through nearby items! Previously you were only able to interact with whatever was closest! Really happy with how the head (and eye) lookat works with this :)
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Dylan @dylanmeville.com · 01/06/2026
Nodes
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Dylan @dylanmeville.com · 01/06/2026
Debug Draw Circle Screenspace
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Dylan @dylanmeville.com · 01/06/2026
Nodes
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Dylan @dylanmeville.com · 01/06/2026
Unreal Engine DrawDebugBox ScreenSpace. Nodes in post below Turns out I was just overcomplicating things, scaling up the extents based on distance simply works. Rotate the box so it faces the camera, and tadaaa
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Dylan @dylanmeville.com · 01/06/2026
Been working on a new area: The Dockyard! This is where you can buy/customize your boat! Need to make the froggy NPC who will run the shop here
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Dylan @dylanmeville.com · 31/05/2026
I think I'm being dense, sorry! I'm trying to get something like this quick MS paint mockup, so I can locate specific objects (NPCS in this case) easily. All the debug draw functions happen in 3d so drawing a box on their bounds would vanish in the distance, even if drawn on the foreground...
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Dylan @dylanmeville.com · 22/05/2026
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Dylan @dylanmeville.com · 22/05/2026
Been working on new furniture pieces slowly for the last month! Elegant Leafy set and Mossy Mushrooms set! What does everyone think? Any that stand out as super cool (or super lame?)
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Dylan @dylanmeville.com · 08/05/2026
Elegant Leaf Bed
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Dylan @dylanmeville.com · 26/04/2026
Struggling with PSOPrecaching today. Following the info here (tomlooman.com/unreal-engin...) my understanding was you just enable r.PSOPrecaching=1 and on first load things would be cached, then subsequent loads would use that. But this is not happening? Is there something more to do?
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Dylan @dylanmeville.com · 17/04/2026
Mossy
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Dylan @dylanmeville.com · 16/04/2026
How would you model the green mossy bits? Struggling really hard today translating this to 3d. Just sculpt it and deal with the fact that it needs a ton of tris?
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Dylan @dylanmeville.com · 15/04/2026
Working on a new furniture and ended up going down a rabbit hole for a week on making thin foliage look extra glowy when looking towards the sun. This is why progress on this game is taking forever 😂
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Dylan @dylanmeville.com · 12/04/2026
Gives a really nice extra bonus glow on the edges of the trees too!
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Dylan @dylanmeville.com · 12/04/2026
More glowy! By default the two sided SSS for foliage is not very bright (shown at the begining and end of gif) and like you can kind of see the shadows cast through the leaves, but I wanted it MORE. So I edited engine source to make SSS non energy conserving so I can boost the backfaces :D
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Dylan @dylanmeville.com · 03/04/2026
A cool small detail that no one will probably ever notice, but the clocks actually work! I got to play with vertex animations in the material to move the hands in sync with the game time to achieve this effect. I love little details like this!
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Dylan @dylanmeville.com · 03/04/2026
WIZARD FURNITURE SET
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Dylan @dylanmeville.com · 24/03/2026
Something related to the Translucent Lighting Volume? Seems like when any translucent particle is outside the second TLV cascade the resolution of the lighting volume drops and is sampling imperfect shadow? (or VSM issues?) Can't get this to repro in a new scene tho :\
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Dylan @dylanmeville.com · 23/03/2026
Does anyone know why my particles are flickering? I thought it was related to lumen, but it happens with lumen disabled. Only happens on the translucent particles (not the masked/dithered ones). Material is Volumetric Directional. I'm at my wits end!
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Dylan @dylanmeville.com · 25/02/2026
TEMPORAL RESPONSIVENESS NODE??? Fixes all my smearing issues on this material! dev.epicgames.com/community/le...
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Dylan @dylanmeville.com · 25/02/2026
Making the material translucent, and "after motion blur" does fix it. But also this happens now lmao what
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Dylan @dylanmeville.com · 25/02/2026
Is there a trick to fix this kind of pixel smearing when using AA? Looks great with AA off, but with it on the stars smear like craaaazy. Can I compute custom velocity vectors or something? It's just a basic (unlit) material sampling a skybox texture to give that "portal" feel
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Dylan @dylanmeville.com · 22/02/2026
EditorTRSGizmo.cpp in the UpdatePlanarHandle function
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