Screenshot Saturday!

Cubic Fractal Universe
v=q1Dqe8HaFnc

978396e588d21c049e78e1158126c5eb79bb6fe2.jpeg

://.gkaradayi/Uploads/Final_9_A.PNG

://.gkaradayi/Uploads/Final_18_A.PNG

://.gkaradayi/Uploads/Final_16_A.PNG

://.gkaradayi/Uploads/Final_9_pass_A.PNG

Render and shaders on UE.
Made that one for my portifolio :slight_smile:


https://.artstation/artwork/QYLl3

Been playing with particles for bullet trails:

://.homembarata.br/fish/fishprojectile2.gif

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

://i38.photobucket/albums/e136/_DeepBlueGames/Werwolf_WW1_zpswpptna50.png

Another screenshot from Werwolf. Also have a website page up for the game.

Roads with eroded edges

://.roboticgladiator/images/SoftEdgeRoad.jpg

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 and there using the landscape tool.

Reclusa

Hi, everyone!
We’d like to introduce you to Reclusa ( https://./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.

?v=6ZjAIa83fD0

Saturday video from my test map. Using the new blue man vehicle physics plugin. :slight_smile:
v=LHoUfCQdK2k

Hippo, Reminds me of the more cartoon’y, simpler anime’s. Really nice :slight_smile:

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

Tested out the new volumetric fog in 4.16 in Woodbound.

://i.imgur/aCDXNN3.gif

://i38.photobucket/albums/e136/_DeepBlueGames/Werwolf_Skeleton_Enemy_zpspycfrkak.png

New enemy in the works! Skeletor would be proud.

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

Update on

:rolleyes:

We are working on different screen ratios: from 3: 2 up to 21: 9

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

Streaming on Twitch.tv as of this post https://.twitch.tv/vexartv

WIP almost 40% toward target

://i.imgur/696BHbg.png

UE4 Render of my UDK game character

://.eliumgame/wp-content/uploads/2017/06/jarren_side_01.jpg

Hi!
Working on some foliage and “Landscape Auto Material” lately.
Comments & critics are welcome! :slight_smile:

b6be2fb9c21c3ed49fd2df366d119ca114c9901d.jpeg