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    Originally posted by YannickLange View Post
    Creating a collaborative level editing plugin called MultiEdit. So you can create levels together at real-time on different machines.

    Video of first version:
    That is so awesome! Keep it going

    Comment


      Originally posted by Tom Looman View Post
      Are your widgets still designed in UMG though? This sounds entirely possible by building the individual pieces in UMG and applying transformations that you store in the INI on load.

      @maik2m: Looking good! Are you using imposters in the background (I see a couple of trees slightly left of the middle that look like flat sprites?) or is everything 3d?
      Thanks. No, those flat trees are lod1 but since this map has fully dynamic light i'm not able to get good shadows/lightning on small objects on this far distance. Because of this it looks very flat. The leave texture may be not ideal too. The slight green fog does the rest.

      Comment


        Originally posted by Tom Looman View Post
        Are your widgets still designed in UMG though? This sounds entirely possible by building the individual pieces in UMG and applying transformations that you store in the INI on load.

        I actually hadn't thought of that. I might look into that though. Thanks.
        Twitter: @InfectedFPS
        Twitch: InfectedFPS (Occasionally stream some work)

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          Lot's of things I've been working on lately,

          Localized post-process effects
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          Calculating normals for vertex shader waves
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          Testing ray-traced sof shadows
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          Higher quality SSR
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          Cross-Hatching Post-Process
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          And dealing with noise...

          Voronoi noise (ALU)
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          Modified perlin noise to calculate derivatives for normals
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          Ridged perlin noise for procedural terrain
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          3.14159265359

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            Wow great projects.
            The PerPixel-PostProcessVolumes look very interesting. something i definetly have a usecase for

            Comment


              Been working even further on the face... first iteration on the eyebrows. Modeled and textured the teeth and the tongue.
              check our thread in my signature. Cheers

              Character Artist @Ninja Theory

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                Character is looking amazing already! Working on some skin shading myself for the first time, I know there is a LOT you need to consider for it to look real. Eyes are great!

                I can only assume you have seen this presentation before: http://www.iryoku.com/stare-into-the-future
                If not, and for other peeps, it's a great read on skin & facial shading techniques by Activision Blizzard R&D.
                Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

                Comment


                  Originally posted by Tom Looman View Post
                  Character is looking amazing already! Working on some skin shading myself for the first time, I know there is a LOT you need to consider for it to look real. Eyes are great!

                  I can only assume you have seen this presentation before: http://www.iryoku.com/stare-into-the-future
                  If not, and for other peeps, it's a great read on skin & facial shading techniques by Activision Blizzard R&D.
                  Thanks! Yes i saw this presentation and its great would recommend this to every1!
                  Character Artist @Ninja Theory

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                    3D Menu!

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                    UE4 Project Page: Cardboard Invasion
                    Website: http://cardboardinvasion.com

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                      I made the first animation of my game, the idle animation. I know there are things to improve (the neck is still a little "robotic"), but it's ok for the first version, I'm still learning things about animation.

                      Here is the video:

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                        We've been trying to fix an issue with our Deck Builder for Ancestory since it has a tendency to crash in the builds where as it works just fine in the editor, but this is how it looks like at the moment:

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                          Really digging that UI style, stylised but clean. My only suggestion would be to make the sliders a more contrasting colour, even with the white highlight on them it's hard to see (at a glance) where each one is.

                          What UI system are you using, out of curiosity?
                          Gangster Weapon Pack | Free Weapon Pack | Various Free Models

                          Comment


                            Doing some work for the 7DFPS jam. Started way late, may continue for 7 days on my own time :P Will be a shooter variant focusing on lights, cloaking & lots of sneaking around.

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                            Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)

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                              Little space scene we did. A lot of NASA stuff being used here, including some massive earth textures stitched today and a gigantic star field. Planet also has a dynamic day/night cycle so as it rotates it goes dark and the lights come on. Also has a separate cloud layer that rotates independently for added realism.

                              Ironbelly Studios- Your External UE4 Development Partner: AAA Quality Services at Indie Prices
                              Request a quote today:
                              https://ironbellystudios.com
                              Follow us on Facebook: www.facebook.com/ironbellystudios

                              Comment


                                Originally posted by DaveFace View Post
                                Really digging that UI style, stylised but clean. My only suggestion would be to make the sliders a more contrasting colour, even with the white highlight on them it's hard to see (at a glance) where each one is.

                                What UI system are you using, out of curiosity?
                                Thanks, yeah we're probably gonna revise the sliders and the buttons. The current version is done from ground-up with just blueprints, but we'll probably test out UMG pretty soon.

                                Comment

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