One of the 2 carrier ships you’ll see in the demo. The challenge here was the integration of the ships they’ll be carrying. Thanks to Unreal’s robust blueprints there is very little trickery that had to be used that many computer graphics students are taught in school. In the old days let’s say for example the Swindler is attached to this Defender carrier. Wherever the carrier moves the Swindler moves with it exactly. But when it’s time for the Swindler to detach and move on it’s own we were taught to have TWO Swindlers in the scene and when it’s time to move them you hide the visibility of the the one following the ship, then turn on the visibility of the one moving around.
That never made logical sense to me, but we did what we were taught. Unreal allows for proper relationships of using just one actor in the scene. Using what is called a ‘child actor component‘ (that link is for developers) you can simply detach the Swindler from following the carrier to allow it to move on it’s own, and re-attach if you want later.
Above are slides of the 1st pass using Quixel software
Above are slides of 2nd pass on model and textures using Substance Painter