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Thread: Screenshot Saturday!

  1. #881
    0
    Thematically correct by chance for this screenshot Saturday, here are 3 views from above:
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    The terrain heightfield has been generated by a custom function. The trees and foliage have been placed using the procedural tools of UE4 (can't see the grass from up here!). The scene is dynamically lit by a single directional light and a skylight to simulate 1 ambient bounce. Lightmaps are infeasible due to the size of the scene.

    This terrain is one of two variants and will be functionally used as the background/environment art for the stages in the game.

  2. #882
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    V3 official PlayStation vr development WIPS

  3. #883

  4. #884
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    Building up an asset library for my game, worked on some forest assets this week.


  5. #885
    1
    Samaritan
    Join Date
    Mar 2015
    Posts
    126
    I really do like your rendering style, Hippo. It's reminds me of 80s cartoons.

  6. #886
    0
    Quote Originally Posted by xuri View Post
    I really do like your rendering style, Hippo. It's reminds me of 80s cartoons.
    Thanks! That's exactly what I was going for!

  7. #887

  8. #888
    0
    bough a pack from the spring sale.

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    Graham Chow
    Strange Orbitz (strangeorbitz.com)

  9. #889
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    Cubic Fractal Universe

  10. #890

  11. #891

  12. #892
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    Render and shaders on UE.
    Made that one for my portifolio



    https://www.artstation.com/artwork/QYLl3

  13. #893
    0
    Been playing with particles for bullet trails:


    My game is on Greenlight, please vote for it if you like it: http://steamcommunity.com/sharedfiles/filedetails/?id=912247403

  14. #894
    0

    Another screenshot from Werwolf. Also have a website page up for the game.
    Last edited by Leviathan's_Deep; 05-13-2017 at 03:17 PM.

  15. #895
    0

    Roads with eroded edges



    This is an experiment in road making. I'm sure I'm not the only one who has experienced frustration using the spline tool in the landscape editor when making roads. This map features a pair of techniques I'm playing with. The first is the landscape itself. The landscape is an accurate (topology wise) of a valley near Fresno, California. It was drawn from DEM data taken from USGS and converted into a png height map that was then imported into UE4. The area is roughly 500 sq Km (24Km on a side). The height map was then exported from UE4 back into a png file. (UE4 pads imported height maps edges to fit the components.) This height map was then used in Blender 3D to recreate the terrain at 1000:1 scale. The roads were then laid out using Blender's spline and mesh array tools. Once the road was routed, it was 'shrink wrapped' to the terrain. (Compare this with UE4 moving the terrain to fit the spline.) The resulting road mesh was broken up into a series of static meshes and imported into UE4.

    Then comes the magic. The material on the road segments is two textures: The first is asphalt, and the second is a texture that matches the landscape exactly so that the road edges integrate seamlessly with the landscape. Vertex painting is used to control the width of the road shoulder.

    The process sounds complicated. But it's actually rather easy. The road in the image is 24Km long and only took an hour to make and import into the editor. It fits the terrain with only minor adjustments needed here and there using the landscape tool.

  16. #896
    1
    Supporter
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    Jun 2015
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    3

    Reclusa

    Hi, everyone!
    We’d like to introduce you to Reclusa ( https://www.facebook.com/ReclusaGame/ ), an atmospheric nightmare-ish game with bits of horror. It’s still in development and we’re working really hard to make the best environment we can. We’re small indie studio from Prague, Czech Republic, and we’d love to hear your thoughts on this.






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  17. #897
    0
    Promoter
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    Jun 2015
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    256
    Saturday video from my test map. Using the new blue man vehicle physics plugin.

  18. #898
    0
    Infiltrator
    Join Date
    Feb 2017
    Posts
    13
    Hippo, Reminds me of the more cartoon'y, simpler anime's. Really nice

  19. #899
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    Noob to UE here, just trying to get a good feel for the post settings, using some Quixel assets. Comments welcome ...

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  20. #900
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    Tested out the new volumetric fog in 4.16 in Woodbound.


  21. #901
    0

    New enemy in the works! Skeletor would be proud.

  22. #902
    0
    Quote Originally Posted by hippowombat View Post
    Tested out the new volumetric fog in 4.16 in Woodbound.

    Looks great! Loving the style of the game. Reminds me a bit of Limbo but with colors and more uplifting spirit.

  23. #903
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    Update on Stone Rage

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    3D Artist and World Builder On Stone Rage

  24. #904
    2
    Supporter
    Join Date
    Jan 2016
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    3
    Name:  watercolor.jpg
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    Working on a watercolor effect using edge preservation and sobel

  25. #905

  26. #906
    0
    Infiltrator
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    Jul 2015
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    We are working on different screen ratios: from 3: 2 up to 21: 9

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    https://forums.unrealengine.com/showthread.php?102794-GAME-DRIFTLAND-The-Magic-Revival

  27. #907
    0
    Infiltrator
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    Aug 2015
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    19
    Streaming on Twitch.tv as of this post https://www.twitch.tv/vexartv

    WIP almost 40% toward target

  28. #908
    0
    UE4 Render of my UDK game character
    Help me back! follow me on Twitter

    Developer of Elium - Prison Escape

  29. #909
    0
    Hi!
    Working on some foliage and "Landscape Auto Material" lately.
    Comments & critics are welcome!
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  30. #910
    0
    Decided to go with three different time of day settings for my scene

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  31. #911
    1
    Bit late, but posted this last night for screen shot saturday

    A little sunset from my project, Epitasis.


  32. #912
    0

    screenshotsaturday

    Thrushbriar Hall
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    Kyle T Sebrasky
    Level Designer

  33. #913
    0
    Infiltrator
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    Aug 2015
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    12
    #ScreenshotSaturday
    Environment Teaser
    https://youtu.be/sy1iYv1-noA

  34. #914
    0
    Promoter
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    Jun 2015
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    256
    The volumetric fog is way too awesome.
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    https://twitter.com/TheRealSaOk

  35. #915
    0
    I've also always loved playing with fog in Unreal engine!

    Here's an old UT3 map I made many years back:


    Started playing around with something inspired from the map above but in UE4 with intent to make some kind of VR experience...and to use UE4's much better fog capabilities:



    Same effect used in the new Unreal Tournament map I've since switched to:


    If only VR was enabled in the newest versions of UT.

  36. #916
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    Working on a voxel game with infinite terrain
    Attached Images Attached Images  

  37. #917
    0
    Infiltrator
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    Nov 2015
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    Cool N-city

    Attached Images Attached Images  

  38. #918
    0
    Quote Originally Posted by cin View Post
    Well done, the grass looks really nice! Would love to see a closer screenshot.

  39. #919
    0
    having some luck with substance...

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    This is designed for VR, so maybe planet sizes may be more like this...

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    Graham Chow
    Strange Orbitz (strangeorbitz.com)

  40. #920
    0
    Infiltrator
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    Nov 2015
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    Quote Originally Posted by Sitrec View Post
    Well done, the grass looks really nice! Would love to see a closer screenshot.

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