Working on some trees
pbs.twimg/media/B5Zm-B6IAAAOflf.jpg
Working on some trees
pbs.twimg/media/B5Zm-B6IAAAOflf.jpg
Dude! is amazing haha
Working on an in-game scene-outliner. It is mainly to make it easier to debug MP games in UE4 in packaged builds. Love UMG
Got inspired by a previous thread on , so I spent an hour or two setting up.
It’s not a perfect solution, but it’s functional with moving clouds and lights on the dark side.
://puu.sh/dK792/98c4b7f9ae.jpg
Also gave making grass a shot for the first time ever, to get out of my comfort zone.
Still need to make some variations and other details, but it’s a start.
://oesterkilde.dk/private/UE4_Grass001.jpg
[Sorry for the large image]
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Also gave making grass a shot for the first time ever, to get out of my comfort zone.
Still need to make some variations and other details, but it’s a start.
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Looks really good! Do you use the new foliage shading mode? For the colour variation I would recommend you to take a look at blog:
[TABLE]
arcadekomodo/home///2014/12/GOLEM_RockGoldbarsBubbleGum.
**GOLEM Entity Construction System v1.0 **
A Procedural Monster Generator. The basic idea is to author mesh-less animated skeletons, spawn/attach various Actors, Meshes, Particles, and audio (skeletal, static/instance, destructible) to the skeleton, creating a collage that *forms *a Monster in real-time.
The system will supports Layering, Symmetric Fragment generation, Growth, Dismemberment, and in-game assembly & customization. The goal is to produce some interesting Monsters that appear very unique individually, with limited resources (art skill being one of them).
Monsters will come in a variety of shapes, limbs count, animations. I intend to extend the system to generate procedural weapons, vehicles, and props in the same manner. Although the Monster to the left is randomly generated, hand crafting such complexity would be tedious, in my opinion.
Basic Golem Assembly Process:
=A_AtD1xkAt4
Short-term update is to improve the Fragment vs Fragment collision checking to minimize Fragment overlap and fill in the space more efficiently. Long-term planned features include support for Dismemberment, Interface to wireup a UI, in-game assembly & customization (Fragment Painter).
Thanks for Reading
I’m using a subsurface shader model. I have yet to try out the 4.7 preview - I only heard about it an hour ago.
Thanks for the link, I’ll certainly give that a try, but I meant more variation in the texture itself, like having more varied kinds of grass blade positioning.
Cheers!
Random Level Generator for my FPS roguelike. It arranges well crafted rooms randomly relative to each other.
An early stress test
:///KM6os01.jpg
I just got multifloor generateable areas working! ( is still temporary programmer art)
:///F24Hqp2.jpg
Some actual pretty caves generated.
:///ss4ZPCp.jpg
Your pictures don’t load ):
Really? It’s hosted on imgur and loads for me. Are you sure you don’t have imgur blocked somehow?
I work at a restaurant/bar/nightclub/livemusic venue. Im working on a system to improve alot of inherent with the industry. Dynamic content, night club real-time audio visualizations exc. I will try to keep an updated overview of the project. The first video deals with audio visualization. Because I run a nightclub Im completely underwhelmed with alot of the venues and feel alot more can be . I’ve about bridged with gap between virtual and real and the ue4 is powerful enough to run it in real time. Anyway is all pre alpha but gives you an idea i guess.
First video all movement is controlled by sound and physics. song is broken into channels then split among assets. Sound controls the wind that blows the leaves grass exc. very basic in video but the substructure will play a big roll in later development.
://.be/SraWE-By_i8
://.be/o-6jV8ZEEaU
Oh nice, so you use UE4 to enhance the nightclub?
vimeo/115348933
EDIT: Sorry for the double-post - didn’t realize my forum topic went up.
I’m pleased to announce our first video development blog for the upcoming PC arcade game, Action Arcade Wrestling 3.
In vlog playlist, we discuss the overall vision of the game, how we implemented a dynamic crowd, the different camera angles, demonstrate the ring movement and detail the striking engine.
It’s presented from both an Unreal Engine developer technical standpoint as well as from an end-user gaming vision standpoint. Release date TBD – possibly a Steam early access at some point. Please enjoy!
=uDgYMH4LQaM
is the link to the full playlist…
://playlist?list=PLwgF6Sjyhn999JR8FY3MuSvK0M7ifV2IJ
's my little holiday project so far:
It’s just UMG so far but still a nice way to start the new year
A Winter Environment I am working on
Working on my Basement
GREAT WORK!
I have a problem setting up the UT-… (from GitHub)
I’d like to remake some maps from Goldeneye 64 and Perfect Dark (nintendo64) and adjust them to the UT gameplay, but I can’t setup the UT-editor?
I’ve posted my problem : .unrealengine/showthread.php?55605-Problem-launching-UnrealTournamentproject-u
can you PLEASE HELP ME?
Working on airlocks: