Someone got three months for free because Epic charged twice for single monthEpic just gave me a free month of Unreal Engine 4.. uh.. nice.
Pretty cool - a free month is pretty damn nice lol.

Someone got three months for free because Epic charged twice for single monthEpic just gave me a free month of Unreal Engine 4.. uh.. nice.
Pretty cool - a free month is pretty damn nice lol.
Someone got three months for free because Epic charged twice for single month
Epic just gave me a free month of Unreal Engine 4.. uh.. nice.
Pretty cool - a free month is pretty damn nice lol.
That looks really nice.
The first objective I gave myself will be to try to remake a 2d game I made in C with the SDL library few years ago, but in 3d this time, and probably without online at first. While not having to deal with the rendering part too much is a really nice thing, I do find myself quite lost at doing thing which were so simple in a 2d non object-oriented environment, but I guess it's mostly because I pretty much don't know anything about UE4.
I'll try to see that, I was surprised to see a 4.4 preview download when I got UE4 butended up not using it since it's not compatible with what you find on the marketplace.Not sure how much you are into streams, but Epic will preview 4.4 tomorrow. They will show some paper 2d improvements as well, might be interesting to you: https://forums.unrealengine.com/sho...h-Unreal-Engine-4-4-Release-Live-from-Epic-HQ
Another one: https://www.youtube.com/watch?v=157P9gXQVWQThat looks really nice.
People have been wanting hot reload FOREVER even back in the UnrealScript days. That's cool to hear.4.4 is coming out today!
4.4.5 will be the next version
- twin stick shooter sample content
- hot reload for the edtior (when programming there is no more need to close the editor)
- seems better live output for devices like iphone/android etc, didn't listen closely enough
Marketplace coming in the next week. They will publish some FAQs on submission guidelines very soon.
4.4 can be downloaded now.
4.4 can be downloaded now.
A non-flash GUI system, Unreal Motion Graphics, in the works? Awesome!Patch notes: https://www.unrealengine.com/blog/unreal-engine-44-released
New sample content has the mountain sample as well as blueprint networking and other stuff, neat!
A non-flash GUI system, Unreal Motion Graphics, in the works? Awesome!
I made my first physically based material!
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Still trying to learn how to set up reflection actors properly.
Does it not support the DK2 as-is yet? That looks like it would be amazing to try.With 4.4 they also added the mountain landscape sample.
I just checked it out on youtube: https://www.youtube.com/watch?v=c88kdTPaXZQ and I think it looks pretty cool, would probably make a really fun sample for Oculus Rift as well with a few modifications.
I made my first physically based material!
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Still trying to learn how to set up reflection actors properly.
They will likely go 4.10, 4.11.. etc.They need to change the way updates are numbered, otherwise we'll have UE5 by January.
They need to change the way updates are numbered, otherwise we'll have UE5 by January.
I don't think they'll continue by x.5 now on, just as a coincidence that it'll be 4.4.5, as I've had 4.0.2, 4.1.1, 4.2.1, 4.3.0, 4.3.1, & 4.4.0.As explained, numbering just continues as 4.xx instead of making a jump to 5.x.
Either way, it seems they are doing releases with x.5 now, as the next official release will be 4.4.5.
I don't think they'll continue by x.5 now on, just as a coincidence that it'll be 4.4.5, as I've had 4.0.2, 4.1.1, 4.2.1, 4.3.0, 4.3.1, & 4.4.0.
I will try to replicate the P.T corridor in UE4. It's fairly simple and it's all mostly lighting. Wish me luck!
Turn off ALLLL the texture compression! Go all-out!desu, yep, I might have a look at that scene whenever I get into the lighting part. For now I'm working on the actual materials and other assets like the meshes.
This is the wood flooring. I will have to modify the roughness and the hue values once the scene is set up. This render is not in UE4, but the software I'm using uses the same PBS system so once in-engine it should look about 90% similar at least (minus texture compression in UE4).
Once the scene is ready, I will have to tone down the hue or just tone down the whole scene with post-process.
Ok this blew my mind: https://forums.unrealengine.com/showthread.php?30226-Yoda-new-skin-shader
I made my first physically based material!
http://i.minus.com/ibnDMl67iHJhSh.jpg[img]
[img]http://i.minus.com/ibvcx42gYTYZFR.png[img]
Still trying to learn how to set up reflection actors properly.[/QUOTE]
Take a look at your normal maps, they seem to have the green channel inverted.
Also on your material, you are getting "sparkles" on the reflections. Have a look at your roughness map and take care with going full white or full black.
Take a look at your normal maps, they seem to have the green channel inverted.
Also on your material, you are getting "sparkles" on the reflections. Have a look at your roughness map and take care with going full white or full black.
Today's update:
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I worked a bit on the sizes, and also the floor is now hopefully fairly close to the game's size. Still the distances might be a bit different, but oh well...
Also did the base rough mesh for the wall trims so tomorrow I will make them.
Lighting and lightmaps are all (except for the floor) temporary. That's why they're full of artifacts.
I think once I add the window at the back and the furniture on the left space, visually it will get much closer. Then work on smaller stuff like the other furniture with the clock on top, and all the paintings hanging on the walls.