What Are You Working On? Community Screenshots & Videos

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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.

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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

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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.

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Really work!!

I’m working on a game mainly inspired from Stranger Things :smiley: It’s still very early, I’m using the default particles as placeholders but I’ll soon replace them.

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://imgur/a/wpoWV

Still working on our terrain

Still trying to find some free time and work on my first ever puzzle game.

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My first post . Trying to use unreal for doing fancy looking concept art. in 3d coat + UE4


RE: Soft Body simulation, Nice work, did you accomplish through blueprints defining the strength of each vertex to vertex band, and its breaking strength? could be useful for things like clothing destruction, or even muscles ripping from overload, ala Ghost in the Shell.

Progress on my upcoming props pack. Still a long way to go.

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My Attempt on Environment Art
Click for full size
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image storage api

Topic link to see more pictures
.unrealengine/showthread.php?141735-Fantasy-Garden-in-Unreal-Engine-4

I’ve been working on a water material function that simulates color muting in water bodies, making it look like the water is clear near the surface and tinted the longer light had to travel. So far the results look nice:

Still need to add density based values and get some example values for a decent scene and figure out why ScreenPosition displacement is not working. function can also be used for postprocessing to simulate under water areas without needing any expensive fullscreen postprocessing .

My Final Boss Environment

Hi everyone, my name is Mikal and I am currently working on a Final boss environment for my group project at school. I am in the final stages of the environment but I wanted to share with everyone my WIPs. I hope you all enjoy my progress and any critique is welcomed.

The boss btw is an ancient volcanic Spider Queen. There isn’t much of a story lol I created all the assets used in the environment.


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me and my friend are making a short film using unreal engine. is the WIP clip.

New character I’m working on in iClone and getting ready to port over to Unreal.

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Male character rendered in UE4. Will make it to the marketplace at some point. More info : .unrealengine/showthread.php?141854-Custom-Character

Got my solo development game up on greenlight with a free two level demo.

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://steamcommunity/sharedfiles/filedetails/?id=898430793

Looks great! Getting lots of Borderland wibes from the graphics style. Good luck with the greenlight. :slight_smile: