Announcement

Collapse
No announcement yet.

What Are You Working On? Community Screenshots & Videos

Collapse
This is a sticky topic.
X
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Working on some trees

    Comment


      Originally posted by StraitCurrent View Post
      I have been learning Unreal 4 for about 5 months now - and I love it. The game I have been working on is called Diluvian, a Scifi FPS using a Doom style, with flat sprites as enemies. I have made video of my progress so far:

      Dude! this is amazing haha
      Let's Connect [Twitter]

      Comment


        Working on an in-game scene-outliner. It is mainly to make it easier to debug MP games in UE4 in packaged builds. Love UMG

        Comment


          Got inspired by a previous thread on here, so I spent an hour or two setting this up.
          It's not a perfect solution, but it's functional with moving clouds and lights on the dark side.



          Also gave making grass a shot for the first time ever, to get out of my comfort zone.
          Still need to make some variations and other details, but it's a start.


          [Sorry for the large image]

          Freelance Artist - Portfolio
          Kevin Østerkilde

          Comment


            Originally posted by Kosai106 View Post

            Also gave making grass a shot for the first time ever, to get out of my comfort zone.
            Still need to make some variations and other details, but it's a start.
            Looks really good! Do you use the new foliage shading mode? For the colour variation I would recommend you to take a look at this blog: http://ulrichthuemmler.blogspot.co.a...rld-color.html

            Comment


              GOLEM Entity Construction System v1.0

              A Procedural Monster Generator. The basic idea is to author mesh-less animated skeletons, spawn/attach various Actors, Meshes, Particles, and audio (skeletal, static/instance, destructible) to the skeleton, creating a collage that forms a Monster in real-time.

              The system will supports Layering, Symmetric Fragment generation, Growth, Dismemberment, and in-game assembly & customization. The goal is to produce some interesting Monsters that appear very unique individually, with limited resources (art skill being one of them).

              Monsters will come in a variety of shapes, limbs count, animations. I intend to extend the system to generate procedural weapons, vehicles, and props in the same manner. Although the Monster to the left is randomly generated, hand crafting such complexity would be tedious, in my opinion.

              Basic Golem Assembly Process:
              1. Attach Shape Component to Skeletal Joints
              2. Spawn a Fragment external to Shape and interpolate towards Shape
              3. Test Collision against Fragment vs Shape. If Overlap, attach Fragment Mesh to Joint associated to Shape.



              Short-term update is to improve the Fragment vs Fragment collision checking to minimize Fragment overlap and fill in the space more efficiently. Long-term planned features include support for Dismemberment, Interface to wireup a UI, in-game assembly & customization (Fragment Painter).

              Thanks for Reading
              GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

              Comment


                Originally posted by fighter5347 View Post
                Looks really good! Do you use the new foliage shading mode? For the colour variation I would recommend you to take a look at this blog: http://ulrichthuemmler.blogspot.co.a...rld-color.html
                I'm using a subsurface shader model. I have yet to try out the 4.7 preview - I only heard about it an hour ago.
                Thanks for the link, I'll certainly give that a try, but I meant more variation in the texture itself, like having more varied kinds of grass blade positioning.

                Cheers!
                Freelance Artist - Portfolio
                Kevin Østerkilde

                Comment


                  Random Level Generator for my FPS roguelike. It arranges well crafted rooms randomly relative to each other.

                  An early stress test


                  I just got multifloor generateable areas working! (This is still temporary programmer art)


                  Some actual pretty caves generated.
                  Last edited by illYay; 12-28-2014, 05:30 PM.

                  Comment


                    Originally posted by illYay View Post
                    Random Level Generator for my FPS roguelike. It arranges well crafted rooms randomly relative to each other.
                    Your pictures don't load mate ):
                    Open for contracted work | C++/BP (incl. Multiplayer) | Tutoring | VR

                    My UE4 Blog/Page with Tutorials and more: Hit me for ALL the things!
                    (Including 100+ Pages Multiplayer Network Compendium to get you started.)

                    Comment


                      Really? It's hosted on imgur and loads for me. Are you sure you don't have imgur blocked somehow?

                      Comment


                        I work at a restaurant/bar/nightclub/livemusic venue. Im working on a system to improve alot of issue inherent with the industry. Dynamic content, night club real-time audio visualizations exc. I will try to keep an updated overview of the project. The first video deals with audio visualization. Because I run a nightclub Im completely underwhelmed with alot of the venues and feel alot more can be done. I've about bridged with gap between virtual and real and the ue4 is powerful enough to run it in real time. Anyway this is all pre alpha but gives you an idea i guess.
                        First video all movement is controlled by sound and physics. song is broken into channels then split among assets. Sound controls the wind that blows the leaves grass exc. very basic in this video but the substructure will play a big roll in later development.
                        http://youtu.be/SraWE-By_i8
                        http://youtu.be/o-6jV8ZEEaU

                        Comment


                          Oh nice, so you use UE4 to enhance the nightclub?

                          Comment


                            --- www.RTView.it --- RTView Facebook page ---

                            Comment


                              EDIT: Sorry for the double-post - didn't realize my forum topic went up.

                              I’m pleased to announce our first video development blog for the upcoming PC arcade game, Action Arcade Wrestling 3.
                              In this vlog YouTube playlist, we discuss the overall vision of the game, how we implemented a dynamic crowd, the different camera angles, demonstrate the ring movement and detail the striking engine.
                              It’s presented from both an Unreal Engine developer technical standpoint as well as from an end-user gaming vision standpoint. Release date TBD – possibly a Steam early access at some point. Please enjoy!



                              Here is the link to the full playlist…
                              http://www.youtube.com/playlist?list...MuSvK0M7ifV2IJ
                              Last edited by Action937; 12-31-2014, 05:56 PM.

                              Comment


                                Here's my little holiday project so far:
                                Click image for larger version

Name:	150101_080800_rpgf_screenshot.jpg
Views:	1
Size:	345.9 KB
ID:	1064717

                                It's just UMG so far but still a nice way to start the new year

                                Comment

                                Working...
                                X