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    Making a bunnyhop map from CS:S in UE4.

    Regards,
    Kia.

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      @KoldKam Thank you! Aiming for an unsettling horror environment, great to know that it translated well!
      ARTSTATION: https://www.artstation.com/artist/noisestorm

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        I've had some fun with one of Ramas new nodes.

        Click image for larger version

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          WIP, making battle cinematic and prototypes.









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            I just finished the feature demonstration video for my Tropical Islands pack

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              Everything here is just... amazing. Good job everyone.

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                Update 2, Almost finish with scene setup.

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                  I will leave this video with a quick look at my HDK - Hedgehog Development Kit running in the Kite Demo. - I will post the HDK on the foruns soon!

                  My Portfolio/Resume: www.chaosforcestudio.wix.com/portolio
                  One of my projects: www.chaosforcestudio.wix.com/sonicevolution

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                    Working on a game called VIDA, here is the project thread.

                    Got a custom combat system working (now I'm fine tunning it), here is the last update video:



                    Hope you like it!
                    VIDA - U4 Indie Goth Horror Game
                    Project Thread

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                      Hey all, new level idea layout for my first game, new to UE4 and looking for all feedback on what you see so far. here the link for game thread https://forums.unrealengine.com/show...enture-Slacker and heres the video, since this is my first project im open to all comments, ideas to add or things to remove.

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                          trying to improve my environment modelling skills, modular corridor made in max, character made in zbrush

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                            here is a video of my game project

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                                My working assets don't look very fancy yet, being just rough drafts and stand-ins, but I've been working on an Elevator system for my current project recently. Not a one-floor lift, but the sort of thing you might find in a small hotel/office or a large residence, with an arbitrary number of floors, call buttons on each, an algorithm to schedule calls, etc.

                                Each elevator consists of (exterior/shaft) doors, buttons to summon/open the elevator, a controller, an elevator car (with its own internal door and buttons), an optional counterweight object that always moves in opposition to the car, and eventually a display to show players where the car currently is.

                                In these pics, I've called the elevator from its starting position on the 3rd floor down to my location on the 1st floor. The exterior (and interior) doors are transparent here so I can see what's going on in the shaft (ignore the mismatched sizes of the exterior door and opening; I just enlarged the latter and haven't adjusted the former to fit).

                                The counterweight, from its starting point in the basement, is seen going up...


                                ...and the car is coming down.


                                The elevator car (and counterweight) accelerates until it reaches a user specified speed, and continues that speed until time to decelerate. It will also theoretically stop short of its normal speed if there isn't enough space between two floors to reach it, though that isn't well tested yet.

                                Here's my elevator car upon arrival. Behold the majesty of Epic's wood materials applied to a mesh with zero effort put into UV mapping...


                                I leave supplying the requisite "ding" of arrival to the reader's imagination, as screenshots are inadequate to the task.

                                Car from the inside, while in transit (thus the mismatched floor levels).


                                Eventually I'll make an actual WIP thread about the system, and post video, but I've got some bug-fixing to do and other things to work on for awhile.

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