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Got some nice dynamic text to finally work
media.giphy/media/3ogsjO22Crx4qjLShi/source.gif
Got some nice dynamic text to finally work
Realtime Character development for our upcoming game. is 1 of 7 playable characters using an alternative outfit. UE4 Tech Demo to come soon.
[QUOTE=LethalLotus;674400]
Realtime Character development for our upcoming game. is 1 of 7 playable characters using an alternative outfit. UE4 Tech Demo to come soon.
NOICE!!! :D, is rendered in unreal? looks amazing! anytime I manage to finally get a character into the engine it kinda looks like playdough lol…
added a few tweaks to my character…
[QUOTE=L04D3D;674487]
Yes is realitme rendered in UE4 4.15. I struggled at first to understand skin and hair rendering until I dug through many tutorials to find the right settings to get it to look good. For skin rendering have a look a the content examples project and learn about skin rendering and subsurface scattering. As far as hair goes, making it look good takes a lot of tweaking and playing around but I learned a lot from the Paragon hair card technique that is used used and also self shadowing so that every strand creates a shadow.
Don’t give up and just keep tweaking and playing around with different settings along with watching tutorials and you will get it
LINKS:
Subsurface scattering and skin technique:
docs.unrealengine/latest/INT/Engine/Rendering/Materials/HowTo/Human_Skin/
Paragon hair technique
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Newest screens from our project Venineth:
Already on Steam Greenlight!
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is a game called “Diode” I’m making in my spare time.
The prototype is available for download : www.diodegame
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Really glad I took the time weekend to go back over the base characters and get rid of that horrible looking temporary character.
&stc=1There are still some minor tweaks that need to be but for now, will do as work needs to on the character customisation menus.
&stc=1Both new base characters are set up to have parts of the body hidden for different apparel wear and morph targets for the additional faces that can be changed out.
At the same time haveing to scale both characters to the same size may not be “realistic” but for workload and animations, it will save allot of time in the end.
Gamesparks based skill system, skills are dynamically fetched based on NOSQL records, and initially setup within a structure. It took awhile to make all work to get desired icon art, gamesparks communication, and the related code to setup a uniform grid, and populate it with the various skill slots. The system to generate the skill grid is based on the RPG inventory grid blueprint code, but heavily modified. Next in line are additional active skills, and if there is spare time test other options for skill slot layouts. However, so far the skill system is in place and working, and it feels good.
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my little Roman RTS army, as described by Polybius (without cavalry yet), but heavily downscaled because of performance:
My atempt to replicate Dynamic Dicing Destruction (?v=v4aGLSe42eM) in UE4.
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Link for demo:mega.nz/#!axo3WZxI!9BfGQ5WNi0K2fgABHOfEwibvN1BqzY9xF_kiRALaxvI
Just working my way to our vertical slice build of Steel Hunters.
joy-machine//uploads/2017/03/gdc_demo_ai_spiderbots.
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 - 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
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.
Hello guys.
In the beginning of summer, I’m going to release my game – INMATES. Check out Launch Trailer and some screenshots! Thanks:)
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Hello. is my project, and hopefully i’am someday i’am proud owner of Fast Dragon . video is laggy, as the time 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 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.
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And 's the latest playable if anyone wants to check out the weapon feel or mess around with the editor. ~332 MB download.
://www.mediafire/file/b0cb4oj5fqun20g/WindowsNoEditor.zip