Progress with SurvivalGame Project

Hello everyone!,

I want to show you my progress on the amazing learning SurvivalGame of Tom Looman’s project. In this case I worked with new materials and refractions with oxidized materials.
I had problems with FBX importator of UE4. I could not export the metallic stairs completely, How it could be due?

Best regards

Hello everyone again !,

My name is Joaquin and continue working on the C++ SurvivalGame Sample of Tom Looman. Here I am introducing a new active scene, in which I want to start working with inner explorations.

I have yet to keep working with materials and lighting in this new module, but wanted to keep trying interiors. As a challenge, I have to implement the animation of the door to open and close.

If you have any suggestions or comments, I’d be happy to receive them.

Best regards.

Joaquín.

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Hey! Good to see you’re extending my project! :slight_smile: Keep it up mate

Thank you very much Tom, the true is that while I more advance with your Project, I have more ideas to implement.

It is a great project that I’m learning how to properly focus on a game of this nature, it would be fantastic if the other colleagues who follow his project, to continue and extend its own way, as I think you can focused different SurvivalGame types with its fantastic project.

If I can help in something or add something, I’ll be happy to contribute.

Thank you very much and best regards :slight_smile:

Hello everybody!,

I continue working and learning with this project, and now I have decided to include the first details at the main structure.

I realized that I will go slower than I thought to get the level of detail I want, but I think it will be worth the commitment.

Soon I will update to 4.8 and I think I can get more out with the new engine :slight_smile:

Epic indeed gentlemen, what a last scan in real time with KiteDemo’s “Landscape_umap”. Masterpiece !! :open_mouth:

Best regards.

The normal maps on all the materials are really noisy and kind of actually make me feel uneasy (as in sick).

Yep was thinking the same, they appear too strong and make the lighting extremely harsh.

Annotated, thanks :wink:

Hello again guys !, I’m following your advice and have every reason, normal maps are too strong and this created an extremely harsh lighting.

Now, I have adjusted the brightness, saturation and RGBCurve, so that light bounces are not as extreme. I played with varying values for the three parameters, between 1.0 and 0.3 and all points of light have also been adjusted between 15000 and 30000 of intensity.

I’m more pleased with these results, compared with the previous ones, although of course we will have to keep readjusting materials.

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I totally agree with you Shirk, I spent a bit with the values of bump, but with the idea of adapting all materials that interact in the environment do on a dark atmosphere and achieve the highest degree of realism possible plans short in which the character is stuck completely to the material, as in the following cases. Of course, I’ll have to adjust the values of bump, which by the way, can I reset these values directly into the UE4’s Editor ?:

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Thank you very much for the suggestions.

Expanding the map’s enviroment.

Agree with the people above, but telling us what the values are now won;t matter so much if we don;t know what they were before anyway. And after you newer screen shots I would still say though that the normal maps are still too harsh. In my opinion they should just be subtle, these ones just jump out too much.

For example, the second to last image above. The way the normal map is set up now makes it look the the erosion is eroding an extremely thick layer of paint and is actually causing huge dents in it when in reality it would only be minuscule, if that makes any sense.

Hi, some feed back on the pipes and containers, and most objects just look too big. In the real world most pipes are less than 150mm, and that’s for the big pipes. The bolts are massive, the red road blocker things should only be about 1m high max. I think if you made them more like real world sizes they wouldn’t look out of place.

Keep it up. Your streets ahead of where I am :slight_smile:

Thanks guys for your suggestions, are very valuable. I have to readjust quite materials and environmental measures. Thank you very much! :slight_smile:

I have been readjusting normal maps in the first area which is made previously and were too strong, and now with the new adjustment, I want to see the behavior of these materials at runtime. I will continue readjusting materials before proceeding with the project.

Yeah looks better in game! I would agree with rob though, those bolts are massive. haha.

Also for future, I would definitely find a way to remove that lens flare from the gun. That would annoy the hell out of me… and it does haha.

Hello everybody!,

I’m still working on the project and learning new features in UE4… :slight_smile:

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Hello everyone!,

After learning with twich training streams and with more learning resources, I have been working with particle systems and inventories (although still have more working). Also I have been building more map areas.

See you soon!

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At this scene, I used some assets from UE4’s marketplace.

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Hello!,

Working on the atmosphere.

See you soon!.

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Hi all!,

I didn’t know that I was spending a lot of time working on this project because I’m learning new skills at the same time of the progress that force me to stop and rewind to implement appropriate improvements. At this point, I’m remaking the materials from zero and still working at the environment. I know, I’m still working on v4.76 (because I got an excellent results with this version), but I’ll update the project to v4.12 soon. I have in mind to create some cinematics using the Squencer, maybe reviewing the source code and more. Also, I think I’ll start thinking that finally do with this project.

Bye!

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