What Are You Working On? Community Screenshots & Videos

Decided to render in UE4.

Larger image:

Happy :slight_smile:
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Lighting changes & cloud shadows for changing weather patterns.

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Work in progress Marketplace pack, FPSGametypes. Will contain DM, TDM, CTF, HQ, DOM, SAB, SD.

Heres the Playlist of my WIP videos. DM and TDM are and CTF isnt far behind. HQ still has a few problems but is getting there, havent started on the others yet but im making good progress.

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Working on a VR game.

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Playing around with 3DS CAT rigs =ZkB9VX5hcQI

new render in unreal engine 4 by HDRI picture …

created car in … create tex in Quixel Suite …

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I modified the ‘Lightroom Interior’ project a bit, got it to use only one Directional Light and Sky Light (probably far enough for dynamic day/night cycles). I think it looks good, despite Motion Blur being a d*** with the BENCHMARK command line option.

I’m working on our new player tablet inspired by Nethunter, the mobile version of Kali Linux. tablet is used by the burglars of Klepto as a VR friendly UI, inventory management, game options/settings, and of course a mobile hacking platform that includes simulated versions of popular real-world security tools like nmap and the aircrack-ng suite.

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Weirdventory, what else ^^

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Heres a screenshot of my current game, a 16 bit sidescroller. Currently working on a medieval level.

Weirdventory again.
Added a slot for the healthpack/pod and it works nice. Next thing is to polish the starting and uplifting, shieldopening sequences. :slight_smile:
I like core gameelement so much, because it’s for me a personal milestone, in UE4 learning.
There comes everything together for me.
Constraints, Physics, Mass, Phys handle, CableComp, VFX, Audio.
I have really so deep fun doing that. I feel paid already with fun.
Yeah Happy.

Roughing out levels and whatnot

First pass test of automatic lip sync for my co-op VR RPG, which will be used on both players and NPCs, and is based on 's PocketSphinx Speech Recognition Plugin.

Looks a little choppy because 1) mouth shapes are just my interpretations of the visemes into Fuse’s morphs, so they’re not that accurate and 2) blending between morphs in my project is currently a bit hacky and 3) it’s not taking into account how long the phonemes are, it’s just doing each the same amount of time.

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Very cool stuff.
I hope i am not completely wrong, but:
I use shapekeys too, together with timelines, but not in realtime.
Possible for you to drive the shapes through different timelinesetups, you could easy stretch phenomene, if needed, or compress them there?
:slight_smile:

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Wee Logo - Obey.
^^

I sold my laptop, using a tablet at the moment while I save up for a desktop, at least gives me a to work on my modelling skills.

Looks great, nice work!