Character Artist Still learning the ropes ins and outs View my entire thread here: https://forums.unrealengine.com/show...er-Art-Project





Announcement
Collapse
No announcement yet.
What Are You Working On? Community Screenshots & Videos
Collapse
This is a sticky topic.
X
X
-
Originally posted by Marcio Daniel View PostKairi remembers me my character, Loomi (6 posts above). But Kairi seems to be more "correct", I'm still learning modeling/animation. But let's do a crossover some day. =P
Comment
-
Just finished a scene in UE4, The lighting was an issue because the Fire PFX Light component doesn't shadow or bake into GI as it would be too expensive to spawn that many lights with those functionality. To resolve this I added point lights above the bowls to bake lightmap information into the scene and then turned them into dynamic lights to give real-time shadows. It seems that the Light Propagation Volumes do not function correctly with Point Lights. Also is there any way to use a Skylight which illuminates specific meshes in the scene? I know UE4 is using a PBL setup which gives realistic results. but stylistic choices such as leading the eye and using volumes to occlude light from areas would be useful..
Last edited by Toku; 11-13-2014, 10:33 PM.
Comment
-
I've been doing some work for 7DFPS Jam. Didn't get to spend nearly as much time on it as I would have liked, but it turned out OK.
Basic premise is that characters are invisible unless damaged. Hitpoints is directly linked to your visibility. You can hunt other players by listening to the heartbeat that rises when a player is near. Blooddrips on the floor we initially only for sprinting and wounded players, but turned out it was a bit too difficult to locate players otherwise...
Was aiming for async gametype with hunters & hunted. The hunters were regular visible characters with utilities to locate and eliminate the invisible characters, once dead you would become a hunter - visible - and start to hunt down the remaining invisible players. (I might still actually do that outside of 7DFPS submission)
Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)
Comment
-
Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)
Comment
-
Altercore update
Here's what I'm working on, it's still early days, the corridors and rooms are procedurally generated, the animations are still pretty rough, I'm not a very good animator but I'm getting better, I started this ages ago, but left it alone for a long time, finally came back to it and updated all the models. at the moment I'm trying to work on gameplay systems, such as combat, I want to nail the feel of it before I move onto level design and the like, eventually ( hopefully ) aiming for a dmc style game combat wise, I know the animations don't look great but they're only rough placeholders for more elaborate moves. hope you like it.
Comment
-
Some stuff we're working on:
Combining "Prototype Character" & "Scifi Weapons Silver" from the marketplace:
I posted more on that in our latest dev blogGame Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-Source)
- 1 like
Comment
-
Originally posted by Toku View PostJust finished a scene in UE4, The lighting was an issue because the Fire PFX Light component doesn't shadow or bake into GI as it would be too expensive to spawn that many lights with those functionality. To resolve this I added point lights above the bowls to bake lightmap information into the scene and then turned them into dynamic lights to give real-time shadows. It seems that the Light Propagation Volumes do not function correctly with Point Lights. Also is there any way to use a Skylight which illuminates specific meshes in the scene? I know UE4 is using a PBL setup which gives realistic results. but stylistic choices such as leading the eye and using volumes to occlude light from areas would be useful..
In version 4.6 of the engine you will be able to use an emmissive material as a light source, it should make scenes like this simpler from a lighting perspective. Here is the pre-release notes on 4.6
Comment
Comment