Have a look at my page : ://www.tomlooman/the-many-uses-of-custom-depth-in-unreal-4/ at the bottom I explain one possible method of filtering out those inner triangles.
My entry for Comicon Challenge 2015, Capture directly from UE4
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You can visit my WIP thread
And my artstation post
is looking great!
Tree’s and vegetation remind me of the Pliocene, and you need some wild animals. www.google/search?q=pliocene&newwindow=1&espv=2&biw=1280&bih=702&site=webhp&source=lnms&tbm=isch&sa=X&ei=C2QWVfDVD4PtatSXgKAL&ved=0CAYQ_AUoAQ&dpr=1#newwindow=1&tbm=isch&q=pliocene+plants&revid=108162441
Very cool…
Everyone is making stuff So inspiring!
Integrated my Turn Based shooter project with the Advanced Turn Based Tile Toolkit from the UE4 Marketplace. The video showcases all the working features that have been added to my game now.
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Working on a project called Sanctity Lost
Right now I have only been successful in importing characters and playing around with the materials:
Im making a small horror scene/game.
Working on my Outdoor Scene Mountain Lake
A broken fence for my UFO scene
Automatic landscape texturing
Automatic landscape texturing by analysing the height map
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I got the textures from Windows into ue4
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woo. need sleep now.
Playing around with a new in my Voxel Plugin (I needed an excuse to use UE4 ;)).
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Was bored so i remade corridor in Halo: CE with assets from Epic. My personal opinion is that it looks cool, but it just doesn’t have that specific Halo vibe. I’ll try to remake some other parts of the ship (pillar of Autumn), with more authentic look.
Btw. Halo would look so freaking amazing if M$ used UE4. But their greed gets the better of them every console generation.
Looks cool. You could always try modifying the materials to allow you to tweak the colors in order to replicate the tone from halo.
Finished the broken fence:
Final shot for planning the animation with Unreal Engine