What Are You Working On? Community Screenshots & Videos

It’s culling using the opacity mask in the material :slight_smile:

Game Project “Tecnocrata” now im improving the levels and character design.



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Hi there,

I’m working on a new high-res texturepack for UE4.

I’m pretty new to today’s shading techniques,as I’m only used to create diffuse maps as hobby artist for UT/UT2k4 ten years ago.

Now I take my own photosources, make them a seamless texture, then paint a heightmap by hand, create a normalmap
and finally I put all together in the UnrealEditor to create 3d-looking materials using simple bump-, or more complex displacement-mapping.

I have a few old castles around where I live, and I’m about to create some medieval brick-, ground-, rock- and wood textures.

What do you think so far?

//edit: Why can’t I see my attached images?

Hello Guys and Girls,

Today I experienced some pretty bad “Developers Block” while working on our game assets so I decided to see what my brain would spit out and so I present to you my little Developers Block project. I created the scene, shaders, textures and tv/disco balls. I will eventually add more to it and see if I can’t get rid of Developers Block I have. Enjoy!

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Japanese Courtyard and Tea room

Images of a personal project I’ve been working on for a while, 's a link for some of the progress and other works, next project I’ll post progress also :slight_smile:

Portfolio

is the latest trailer for my game “Save Our Souls” Check it out guys

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@Flumpinator great work, very eye catching. @JHarper Sons Of Caelic Is looking . @JollyHolly I love the art style

Looking great! It’s come a long way since I last saw it and I was blown away then!!

Hi guys!

I’m working on a cel shading effect with proper shadows.
The outlines are quickly hacked together but they look interesting.

://fs5.directupload.net/images/161217/rjlfajac.jpg

Please let me know what you think.

Flying Dining Table

Easier way to get around.

://www.rhynedahll/fdt.

Having Fun working on my dynamic Rts scene, is LPV Gi with moving clouds.

[video]www.facebook/homarttaco/videos/vb.1826521110967948/1858291737790885/?type=3[/video]

Adding wet, mud, blood material functions for units and expanding weather on enviroment materials.

:///N1byQA7.

:///40NWSeO.

Today I did awful things to my UE4 fork:

cartrdge/s/images/unsafe/0x975/filters:no_upscale()/cartrdge-east.s3.amazonaws//post/image/2d3bdc10-b355-48e6-8f21-a8343b2fd131/wonderful_just_wonderful.

(I also made a video of the neato debug mode)
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But then all was okay as things slowly trended back to acceptable:
[screenshot]cartrdge/s/images/unsafe/cartrdge-east.s3.amazonaws//post/image/4f58d3c6-935c-483a-9b6c-f460e6846003/hr_atmospherics_vol-lighting_plus_truesky.[/screenshot]

The end!

Made some survival items/props.

Calling one ! [ if you want to download it.

Began lighting tests for upcoming marketplace product. Check out more screens !

are two stone-textures (for rocks, caves, pathways,…) I made today. First one is 2048x2048, the other is 2048x4096 pixels, last pic is how the second texture looks ingame so far.

Materials include diffuse-, normal-, height-, and roughness -map so far, set up with a world displacement using the heightmap.

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