Don't suppose anyone figured out how to scale landscape materials in ue4? New landscape system is more complicated than the last.
[IMG]http://puu.sh/7N4qC.png[/IMG]
adventures in 3ds max continue
What's that, a .357?
[QUOTE=John117;44380321]Before you start building any definite floors, walls, and devices I recommend you create a variety of doodads. Doodads are self-contained pieces that can be used to decorate your scene in a variety of ways. The design you create for your doodads can shape the rest of your scene to create a unified design and not a mish-mash of non-complimentary shapes.
I also made this. Hopefully it gives you some ideas.
[IMG]http://i.xomf.com/kxjgx.jpg[/IMG][/QUOTE]
aka Kitbashing
AKA, greebles.
He said they weren't technically greebles geez guys
Greebles - visual 'noise' that adds detail but without meaningful function or shape
Kitbashing - a fusion of existing design styles to create a new somewhat original design
John117's Doodads like he says, are individual unsourced experiments in design and can be fused and amalgamated in a way that is indeed similar to kitbashing but differ in that they are products of the creative imagination and are not 'existing' designs
lets be clear with the nomenclature guise :v:
I made a column...
[IMG]http://cloud-4.steampowered.com/ugc/612795008276343481/5FE0D65F96970574FD034CF88AA1CE08C98B986E/[/IMG]
1.5k tris though... and the normal map is unaligned... I shall fix.
[QUOTE=Sam Za Nemesis;44391284]
[sp]thanks wallworm[/sp][/QUOTE]
[IMG]http://i.imgur.com/iWrLpt0.png[/IMG]
I tried to import an animation.
[QUOTE=Sam Za Nemesis;44394397]That happens because most model decompilers can't decompile animations from Source 2007 and forward, but in my model it's just that wallworm exported it's bone coordinates entirely wrongly, that doesn't happen on wunderboy's but that plugin is not supported anymore :\[/QUOTE]
I still use max 2012 and cannon fodder's importer.
Alternatively, there's mariokart64n's import [URL="http://facepunch.com/showthread.php?t=1238733&p=39210326&viewfull=1#post39210326"]maxscript[/URL]
[QUOTE=Sam Za Nemesis;44394397]That happens because most model decompilers can't decompile animations from Source 2007 and forward, but in my model it's just that wallworm exported it's bone coordinates entirely wrongly, that doesn't happen on wunderboy's but that plugin is not supported anymore :\[/QUOTE]
I'm not sure what you're talking about. This animation was completely unrelated to source.
[img]https://dl.dropboxusercontent.com/u/1157653/work/medge-enviro/5.jpg[/img]
Physically based trash bins :0
That kind of reminds me of Mirror's Edge thanks to that fancy green.
[QUOTE=Juniez;44398361][img]https://dl.dropboxusercontent.com/u/1157653/work/medge-enviro/5.jpg[/img]
Physically based trash bins :0[/QUOTE]
It's the little touches, like the lights nearest the wall being angled, that make this scene. Great work.
That's not in Source, is it? It looks too good to be in Source.
Very likely is UE4 with the new PBL Materials.
Sexy indeed!
God damn that looks pretty.
[IMG]http://i.imgur.com/Nv1Q2G7.jpg[/IMG]
[URL="http://madnesscombat.wikia.com/wiki/Railgun"]Railgun[/URL] from Madness Interactive.
i feel like a basic bitch compared to some of the stuff in here
[t]http://f.cl.ly/items/133q1L2V1T2w0g2p1Q26/whats%20an%20antialiasing.jpg[/t]
something i'm working on for Team fortress 2.
[IMG]http://i.imgur.com/XvfEAHY.png[/IMG]
[img]https://dl.dropboxusercontent.com/u/7856270/GLM_showcase03.jpg[/img]
Facepunch got such a delay for me that I didn't notice that until much later, haha.
[IMG]http://i.xomf.com/kzysx.jpg[/IMG]
ok so guys remember that knife i was working on, well i just got some free time to get on it and i had a question. As you can see in the image where the blade is i noticed that there is some kind of extrusion going on at the top part of the blade and i want to add that little detail in but is there a tool i can use to create that? similar like the create polygon tool but without fucking the rest of my model up. I am a beginner so please give me a break and i do watch tutorials but maya 2014 has renamed a lot of their stuff so i'm a little confused.
[IMG]http://puu.sh/7QQ3t.jpg[/IMG]
[editline]31st March 2014[/editline]
also john117 that is amazing! i hope i can get to your level of experience.
[QUOTE=confinedUser;44410444]ok so guys remember that knife i was working on, well i just got some free time to get on it and i had a question. As you can see in the image where the blade is i noticed that there is some kind of extrusion going on at the top part of the blade and i want to add that little detail in but is there a tool i can use to create that? similar like the create polygon tool but without fucking the rest of my model up. I am a beginner so please give me a break and i do watch tutorials but maya 2014 has renamed a lot of their stuff so i'm a little confused.
[IMG]http://puu.sh/7QQ3t.jpg[/IMG]
[editline]31st March 2014[/editline]
also john117 that is amazing! i hope i can get to your level of experience.[/QUOTE]
One way to do it, would be to add a cylinder, remove the face of your knife, then attatch the cylunder to your knife, bridge one of the edges then cap the rest
[t]http://i.imgur.com/cFK63hH.jpg[/t]
[QUOTE=John117;44408967][IMG]http://i.xomf.com/kzysx.jpg[/IMG][/QUOTE]
Dude that's awesome! I hope to see it baked down.
Hey guys, I wrote up a bloooggg post about my first impressions of UE4 compared to source. Figured I'd share with you guys.
There's pictures of wip stuff I promise.
[url]http://internethatemachinae.wordpress.com/2014/03/31/welcome-to-unreal-engine-4/[/url]
[QUOTE=Lt_C;44412712]UE4 compared to source.[/QUOTE]
"Better in every respect imaginable"
[QUOTE=ZombieDawgs;44413621]"Better in every respect imaginable"[/QUOTE]
One thing I liked about source that's missing in unreal is it's rope system. That was pretty cool in source.
[QUOTE=ZombieDawgs;44413621]"Better in every respect imaginable"[/QUOTE]
Source still outclasses unreal (or any engine for that matter) in facial animation. UE4 kind of has the initial framework to compete with morph target integration, but it still pales in comparison to the work valve has done.
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