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Tag: UE4 (page 2 of 2)

Another week has passed…

Hey there! Another week has passed and I’m still not touch the game and that’s because I’m have so much fun working with Substance Painter and UE4. \o/
After make some modelling, I’ve used SP to paint the materials. The program is so much easy and fun to use that bring fun to the job.
SP   Image_03

That being made, it’s time to import and see what’s happening within Unreal 4. I’ had to admit that the material inside UE4 is a little different that in SP, but the result is still greatly amazing.
With a few little adjusts, the material behaves as desired. Of course there’s almost no work with the environment lights and Post Process, but I’m sure that will be good in Oculus Rift.
Lightmass is slightly modified in the .ini file, but all other configs are default.

This is inside Unreal 4 with a few cables at the top of the poles.

Image_04   Image_05   Image_06

I’ve also had made a spline that duplicate a instance mesh of a chain in order to make the chains more flexible and easy to adjust inside Unreal. Unfortunately there is no physics build in splines, maybe another time I’ll make something to simulate that.

Image_07   Image_08

See ya!

 

VR and UE4 for Simulations

Hello!

While the game is in hold, I’ve decided to continue with the Dev Blog by showing what we are testing or developing  at work in Urizen Technology.

We are developing a simulator in Unreal Engine 4 with the Oculus  Rift, and here is some screenshots of a container of electrical transformers.

SS01  SS02

The environment are placeholders, there’s no work with lights and Post Process at all. And as you can see, the doors are missing and/or is a single plane. I’ll update with more screenshots soon.

Here is the original.

20160406_130151

See you…

Dev Blog #02 – Creating the grid material

Hello there!

After a few days away,  I returned to the game.
This time I will create the grid material that will appears when the player pick a “card” to place in the terrain.

Here’s the video with the result…Still need to polish, but, it’s a working process. 🙂

Check the step-by-step below:


In Photoshop I made a 256×256 tileable grid to (obviously) tile in the material.

Grid Texture
Here’s the material with some random texture into the terrain.

Terrain Material

Now, we just just have to drive the “Intensity” parameter to make the grid glows. For this we can use a Timeline.
First, we create the Dynamic Material Instance in the Construction Script:

Construction Script

And after that, for testing purpose, we can use a key input to simulate the drag and drop of the “card”.

Finished Material

That’s it for today, next post I will probably implement a interface to drive the material while drag and drop the “card” (I’m still don’t know  how to call it).

See you in the next post.

Dev Blog #01 – In this 25th day of May of the year of our Lord Two Thousand and Sixteen…

Hi there everybody!

Here is tonight’s milestone… Made a camera that can be implemented in mobiles…

My goals are…

  1.  One finger touch and move to rotate the camera;
  2. One finger touch and hold 0.5 sec to set the camera rotation pivot and then rotate the camera;
  3. Two finger touch to dolly the camera.

I’m think that we can improve, but I’m glad with the result.

Because my eyes are fill with sand (I’m tired , worked hard during the day) I’m still don’t tested in my mobile to see if this “one or two” finger touch work. But I ‘m sure UE4 will not disappoint me.

Another thing that is missing is the gravity at the tank pawn. But the engine is working! Yeah!!!!

Here’s the video of the progress.

Until next post!

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