My atempt to replicate Dynamic Dicing Destruction (https://www.youtube.com/watch?v=v4aGLSe42eM) in UE4.
Link for demo:https://mega.nz/#!axo3WZxI!9BfGQ5WNi...Y9xF_kiRALaxvI
Took a trip to the Sea, what a breeze
WIP Low poly for mobile , these are taken from the editor but looks just as good on an iPhone - max draw calls in all of these is 118 , most of the time it's nearly half that
big thanks to Whitman and Olbert for a lot of the assets in these scenes, their stuff is amazing
Last edited by insanerob; 03-13-2017 at 11:03 AM.
Hello again all Im stiil working on nothing left its now turned in to a resident evil style horror even with the pre rendered backrounds i have mastered the art at. I will post some pictures. sureley a lot of people miss the old fixed cameras and chilling locations of the 90s games When it was truly survival horror.
In the beginning of summer, I’m going to release my game – INMATES. Check out Launch Trailer and some screenshots! Thanks
Hello. Here is my project, and hopefully i'am someday i'am proud owner of Fast Dragon Studios. This video is laggy, as the time this was filmed, there was no options screen. If math is correct then the world size should be around 200 square kilometers. Stay tuned, and like my footage. As it's all i got.
Back on finishing this data-driven weapon system after finishing some contract work. The below video gives an overview of where its at. I couldn't find my mic and its hard to make spreadsheet work exciting, so sorry it's a bit dry.
And here's the latest playable if anyone wants to check out the weapon feel or mess around with the editor. ~332 MB download.
Last edited by twothreesix; 03-16-2017 at 10:11 PM.
A short video from my remake of Tomb Raider 2, i hope you will like it, all is done with blueprint
working on a cape-town based map. map is about 8kmx8km
Hey all. I put some small clips together of 3 of the latest levels I've been working on.. they're still a work in progress and I know the video seems a bit dark. It's not that dark in game.
Let me know what you think.
For additional screenshots and vids please visit www.jlssoftworks.com
Last edited by jaremi76; 03-20-2017 at 03:29 PM. Reason: Other link wasn't showing video thumbnail
Working on a zombie apocalypse game in the uk. The character will be a scottish TA, soldier trying to find his familey and a way out. filled with authentic sights you might see in the uk with detail. Ive been out around the streets taking as much information as I can for this game hope youll enjoy it.
Working with the updated Graveyard pack (now with interiors) from the market place
Last edited by unit23; 03-21-2017 at 10:41 AM.
This is my first time posting, so I hope that you enjoy the content.
The goal for this project was to create a "pretty corner" for a game environment pipeline. This includes creating a material pipeline that works well with both hero and modular props using material attributes, complex materials for lighting effects and particles, and a spline system for pipes and vines. I also wanted to learn more about the proper ways to light a scene to evoke the emotions that I wanted.
I implemented a material system for modular props that allowed me to paint masks in Painter, create all of my base materials in Designer, and then comp them together in Unreal using 3 Material Attributes and a Material Function that made it look wet wherever I vertex painted. Then I added various decals to add more wear and grime. For Hero Objects, I fully painted them in Substance Painter, then used 2 Material Attributes in Unreal to add extra wear on top, then added decals.
The original concept is from Mike Garn. I then pushed it to encapsulate the elements I wanted.
Modeled in Maya, sculpted in Zbrush, base materials made in Substance Designer and Zbrush, masks and hero objects painted in Substance Painter, maps baked in Marmoset, shaded, placed and rendered in Unreal Engine 4.
Worked on my block building system again. I'm now using instanced meshes and chunks to save them.
Improved block placing and hit boxes.
It is possible to Blueprint this miracle ?
just a share B4 i delete this test shot using the new blend space in sequencer (i love it!!)... lessons learned... point everything at 0,0,0, B4 you start anything (including landscape directions you expect to travel in) and have both the camera and characters looking the same way using blueprints at 0,0,0, so you have the most leeway for rotation to 180 and -180... ps, the last animation is just two 1 frame poses blended together, and run/walk/idle is as smooth as silk... i guess maybe it's time to shift from practicing and go into low gear and get the show on the road...
thank you unreal engine 4... i stand on the shoulders of giants
Finally got the female variation in but the male is starting to lack. The next step will be needing to add additional facing and textures to the characters head as the characters body and head are part of the same mesh. I just happy that I was able to figure out how to get the hair to render properly in the editor.
We launched on Greenlight with. "Stone Rage". If you like what you see and read, please give us a YES-Vote here. VOTE here: http://steamcommunity.com/sharedfile.../?id=631010479
Using a single low poly mesh to sculpt a multitude of animals.
All are using the same base mesh, so they can be varied at spawn time with a morph target slider.
Using Morph Target Sliders to 'age' the mesh, allowing for more variety of spawned animals at runtime.
The idea is to make marketplace assets for survival, medieval or any woodland scene where critters would live, give them drag and drop functionality, behaviors and animations...as well as allow the bait to be spawned/foraged in game, and used with a trapping skill to build a trap, then capture prey for meat, sell-able pelts, etc...but you have to empty the traps before competitor predators come and snatch your goods. Still lots of work to do, but it is a good way to learn Blender and Unreal Engine.
Last edited by dsjenkins99; 04-18-2017 at 06:17 PM.
Recently we've been working on putting together a Tech Demo for our upcoming supernatural mystery; Faceless. We released our teaser for it yesterday and I thought I'd share it here! For those of you who know of or watch him, 8-BitRyan voices Wyatt, the character in the Tech Demo.
For more links on Faceless, please be sure to visit our Facebook page, our Twitter and our Instagram!
Doing some RnD for ArchViz. For the moment i just finished optimising, having like 120 fps on a GTX 1080 GigaByte Xtreme Version, initially had 40-50 fps. Now working to polish some more and try to push it visually. Also planing to add some interactive elements and making it more interesting
Trying to improve building destruction. Not sure if it will lead to anything useful, but im big fan of first bridge builder, so it was nice to see it work anyway.
Really awesome work!!
I'm working on a game mainly inspired from Stranger Things It's still very early, I'm using the default particles as placeholders but I'll soon replace them.
Last edited by UnrealGames; 04-06-2017 at 09:09 PM.
Still trying to find some free time and work on my first ever puzzle game.
My first post here. Trying to use unreal for doing fancy looking concept art. Done in 3d coat + UE4
RE: Soft Body simulation, Nice work, did you accomplish this through blueprints defining the strength of each vertex to vertex band, and its breaking strength? This could be useful for things like clothing destruction, or even muscles ripping from overload, ala Ghost in the Shell.
Last edited by dsjenkins99; 04-06-2017 at 03:41 PM.