working on a sunny railroad station:
I ad the to work a couple of month with those guys, we did integrate and develop a bunch of cool stuff in UE4. For those who don’t know, haptic system is basicly a device that make you feel/control stuff in 3d applications using motor and encoder. Left screen is 3d using NVIDIA glasses and the right one is multi touch. Every thing is voxel based, realtime meshed using CUDA on a 980.
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Softbody part: .be/w0-f-mijh10?t=3m8s
Older version: ?v=i-bdo4BEep0
Video is a little boring, the engine is tho
been sidetracked (as usual) but i keep pressing on… everybodys work in continues to urge me on to get a little better each time…
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thank you epic…
's a teaser for Tenebrae with some new features we’ve been working on in the past weeks!
testing UDS in my maps
Trying out the Ultra Dynamic Sky BP on some of my maps:
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I’m working on Portals. Drunk.
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Trailer and Tutorial for Riders of Asgard which is currently on Steam Greenlight: ://steamcommunity/sharedfiles/filedetails/?id=746115655
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Working on Learning Sequencer and Integrating Nvidia tech in my project, cinematic has Apex cloth and Hairworks
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a little video made with sequencer =Tniuzrlm4RE
side tracked again buuttt… is just toooo sweet… i had to share
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great work guys!!! (i think i love wolf gurl)… can’t wait until sequencer really blossoms… it’s a tidal wave that just won’t be stopped
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Demo of my level design ( Shangri-La ), it’s a small map, just practicing with 3D modeling and with Unreal engine
and btw it’s my first time creating a level design and 3D assets ![]()
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Look at that smile 

KAWAII! xD
Cars Of War, hobby (portfolio) project.
Wot inspired game with armored cars, more weapons, mines, smoke-grenades, more equipment options and dynamic weather system.
Multiplayer over steam 12 vs 12.
Slow paced tactical oriented game play.
Current version: pre-alpha, playable multiplayer over steam.
Gameplay video in the works!
(WIP, need to replace some place holder graphics etc)
One man show, all in blueprints.
Working on a map inspired by Overwatch’s art style, is just for practice.All assets are original and handpainted ![]()
Nice to see that your modular system is working pretty well so far, I am still a bit nervous when I need to do for my characters.
Do you have a UI system set up to where you can control or is more for when you are spawning in characters that the clothing systems runs? Are you thinking at all of tackling in a materiel system for the clothing so you can change the colors of the different skeletal meshes for the character?
One why that I have found to be able to get the clothing to better match up with the character body is to take the character mesh (the naked guy or the main skeleton) and create a materiel ID channel for him just set up a opacity controller to hide different sections of the body if there is another clothing mesh that is to be place there such as if your bools that you have become true.
but overall is nice to see working and what are you plans with they system in the future?
Kyle D.
hey EO88… well, for the moment i’m just a sequencer kind of guy and i needed a way to get mixed NPC’s in so i could fill a town or something… i looked at the visibility way and i decided i didn’t want 1000 meshes loaded up on my model just to use one… just as a side note, in the character details in the game viewport, you can pick the sk mesh in the components section and change the mesh and materials there… i just wanted checkboxes… and i wanted it the way i wanted it!, not the way they wanted it
…
my methodology is as thus… i am well aware that i’m not really very good at anything, but i always look down the road… it’s sequencer for now, butttttt, it’s also being built so that if and when i turn it over to a game, all the pieces will be there to just bing bang boom switch it over… so for now i don’t need a ui for setting clothes for players… but when the time comes system will somehow work because i will make it work, and everything you can reach in the details panel, you can put in a blueprint…
sweet dreams… NS






