What Are You Working On? Community Screenshots & Videos

=5jx5a5Pcndw

Enjoy little teaser!

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

[video].be/-KRhTjqWhhE[/video]

watchKRhTjqWhhE

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 game hope youll enjoy it.

Working with the updated Graveyard pack (now with interiors) from the market place



Hey y’all!

is my first time posting, so I hope that you enjoy the content.

The goal for project was to create a “pretty corner” for a game environment pipeline. includes creating a material pipeline that works well with both hero and modular props using material attributes, complex materials for lighting 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 Garn. I then pushed it to encapsulate the elements I wanted.

Modeled in , 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.

rdaBE

cdnb.artstation/p/assets/images/images/005/312/471/large/jim-watson-thefallofarcadia-shot001-unreal-jimwatson.jpg?1490129021
cdna.artstation/p/assets/images/images/005/312/576/large/jim-watson-thefallofarcadia-shot002-unreal-jimwatson.jpg?1490129520

Worked on my block building system again. I’m now using instanced meshes and chunks to save them.
Improved block placing and hit boxes.

=o4MC6BRhjsg

Nothing left trailer realeased

It is possible to Blueprint miracle ?

vk/cursed_paradise_exe
Welcome to our world

just a share B4 i delete 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…

=WwHTfaYP81I

thank you unreal engine 4… i stand on the shoulders of giants :slight_smile:

freekin outstanding @Nicobass

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.
=T4BsbPbpDDE

Nothing left progress

UniVersus (UniVS) E-sports prototyping.
[video].be/XJP6Zp6f-2E?list=PLOPToKTAo6G6xisq18GzTOHd5bkdigPU4[/video]

Working on a spooky forest with a church

Definitely nailed the spooky vibe @. Nicely . =)

We launched on Greenlight with. “”. If you like what you see and read, please give us a YES-Vote . VOTE : ://steamcommunity/

=6VyP0oz5y5Q

Working on Low Poly Assets for Woodland scenes, preditors, prey and traps.


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.

Cheers, Dave.

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 ! For those of you who know of or him, 8-BitRyan voices Wyatt, the character in the Tech Demo.

=pEEW9oXJVz8

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

d6ac26cd22576181fda686756808b9609342ac4a.jpeg
36ca4e6508cd9649ee4c233a874a94a6b6e19655.jpeg