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Let's start with a New Year's gift from the God itself:

https://www.youtube.com/watch?v=CHtbvCDVJKc
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>>600052
looks like shit and it has motion blur on for some raisin. Just looks like typical unreal plastic piss.
>>
>>600054
Haters gonna hate.
>>
>>600052
Man that was hard to watch. Wish he'd upgrade his speaking skills not just his mic, literally the first 3 minutes of the video consists entirely of the sounds umm and uhh.
>>
Has anybody ever experienced problems with almost pitch black foliage after baking? I can never bake it right, and I don't understand why. Lightmaps are set to 128 resolution, the islands are not small in the first place, either. I do have a normal stationary lighting setup and a lightmass. I don't get it, and I've been having the problem with baking exteriors for months. I stopped bothering and did everything with dynamic lighting, but I NEED to bake the lighting now.
>>
Does anybody know how could I make my particles (snow/rain) look blurred when falling? I want to make some screenshots of my scene, but they always get completely frozen in frame, not sure if I could do something in camera settings or some motion blur effect can be turned on on them.
>>
whats the difference between cine camera and normal camera?

which one should i be using?
>>
>>601791
You should be using cine camera. Honestly, I've never used normal camera, but it probably has less options than cine, which functions pretty much like a real camera.
>>
>>>601770

Can you guys help me out?
>>
>>600054
>world class DICE lighting guy
>"looks shit"

Yeah ok anon, why don't you make a lighting tutorial?
>>
>>601810
You didn't realize he talked shit about Unreal. Now wait until he replies something like "I wouldn't work with that shit engine in the first place lul".
>>
Have you seen unitys new demo? Im thinking about ditching ue4...
>>
>>601810

He's right about Unreal looking like plastic piss though.
>>
>>602182
https://blogs.unity3d.com/2018/01/18/2018-and-graphics/

This actually looks better than Unreal Playdough Shiny Plastic Compiling Shaders Engine 4.
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>>602203
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>>602204
https://www.youtube.com/watch?v=DDsRfbfnC_A
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>>602205
meh
>>
>>602182
Unity isn't worth the price.
>>
>>602203
Ir really doesn't, and I'm not trying to defend UE4 as some UnrealDrone. I like what Unity is doing and it improved a lot lately, but I also thought of making a switch because of a few things, but it wasn't really worth it, especially when I invested a lot of time in UE4. It was actually one of the most retarded decisions I could have potentially made. UE4 still looks better, too.
>>
Nice lighting m8, now if only they would fix the whole importing FBX models made with Blender fiasco, so you could actually create functional physics assets from them.

Exporting a separate model that's 100 times bigger just to get a working ragdoll is something people shouldn't have to do.
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Does anybody know why is this happening to my grass every time I try animating it? You probably can't even tell it's a grass from the screenshot, but everything gets really grainy for some reason. I'm pretty sure I didn't fuck up with my mesh or material setup. Maybe there's some project or material setting which needs to be tweaked?
>>
>>603108
Probably because of anti-aliasing, try switching the method or turning it off.
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>>602531

Turn the units in Blender in centimeter, and mess with the export scale setting around 0.1 or 0.001, something like that. I havent touched UE4 since a longtime, but it was how it was done, a year ago.
>>
>>603108

defo AA my dude
>>
Is anybody bothered by AMANDA BOTT (I am a bot) and the fact that they always mention "robo recall", a shot with wretched anthropomorphic robots that are supposed to represent YOU?
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>>603108
Is it temporal AA? Try something like FXAA
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Is it good just for rendering? I'm working on an animation right now and I'm looking for a new renderer. It's not for a game or anything, I want to just export a video file.

Do you have to know programming to just render stuff or is it just like other renderers?
>>
>>604032
no, it will look like a dated videogame. Your best bet is to use arnold
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>>600052
Can I have a quick rundown on what can I do with U4? I know it's an engine, I know you can also make videos, architectural demonstrations, animations, and such; but how many of the pipeline can be done with it? Can I model/texture/rig/etc. stuff on it? Can it substitute Blender and Maya? Can one make a gayme only knowing U4 (no modeling software or whatever)? Just what is the scope of this product? It seems to be too wide and I don't understand it.
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>>604033
Doesn't look like it https://youtu.be/E3LtFrMAvQ4
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>>604045
No, it doesn't behave like a regular 3d program, you can't do that. You import models and texture maps in it, setup your materials there and place them in your scene. No programming needed, it has a node based system.
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>>604033
Realtime rendering is getting better and better. I've seen some offroad racing commercial recently and it looked great. You can't ignore the fact everything being realtime makes it so much better for artists to work with.
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>>600052
Noob question.
I want to add tesselation to a gravel material. I got the height map and set up the displacement and all, it looks fine on the default sphere, but when I apply it to the floor plane I got (made it from a BSP), the displacement just loses quality and looking at its wireframe reveals polys are waaay too low.

So, would I need to make a better mesh in a external software like blender, making the floor plane there and subdivide it to a decent amount of polys?. It's recommended to do this for a regular floor with basic material (without tesselation) too?

pic related, you can see the low poly displacement compared to the sphere.
(I already tried increasing the tessellation multiplier in the material with no result)
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>>603108
Use MSAA instead and build the scene after you're done. It fixes all of that
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Wow, another pointless shader/lighting update for bechmarkfags to jack off over, how about fixing some of the bugs the current build has?

Transforming individual bones in animation blueprints hasn't worked in years and they just keep telling people to submit tickets that no one will ever look at.

This is why Unity is slowly but surely becoming the industry standard, it's because they care.
>>
>>605903
>This is why Unity is slowly but surely becoming the industry standard, it's because they care.
Unity is industry standard because creative devs make unique games in it like PUBG
>>
>>605904
PUBG was made in UE4, though.

Unity is becoming industry standard? What new AAA games are being developed in it?
>>
>>605907
Haha I thought PUBG was a unity game because it looks like absolute dogshit
>>
>>605908
Stop having that mindset, if developer sucks, he will produce shit results in any engine they use and vice versa.

But yeah, it looks like dogshit because they bought a lot of assets from marketplace afaik and ofc they probably don't know how to use UE4 to its full potential.
>>
>>605903

Unitlets are like Blendlets. Shitty software users who comfort themselves into thinking their crapware will become industry standard. There are no such things as industry standard engines. Many companies have their own in house engines and it's not going to change.
>>
>>605948
Most develop with UE4 lad. The choice of champions.
>>
I know how to animate a single character and get it in ue4, but I have no idea how to get animations with multiple characters in ue4 correctly
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>UE4 can't do good folia--
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>>606031
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>>606032
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>>606033
Screenshots are from the new Shadow of the Colossus remake
>>
This guy
https://www.youtube.com/user/koooolalala/videos
>>
>>606031
>>606032
>>606033
>>606034
Was it made in unreal 4?
>>
>>606037
yep
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>>604032
https://www.youtube.com/watch?v=Mfqj3CFZyxU

It's definitely good enough
>>
>>606040
From all of the examples of foliage, you had to show the fucking SoC... It may be good artistically, but it is pretty lame visually.
>>
>>606031
>>606032
>>606033
>>606034

Still doesn't look nearly as good as Cryengine and Frostbite.
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>>606031
>>606032
>>606033
>>606034
How? I need to know.
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>>606098
A lot of hard work, experimentation and knowledge of modeling/sculpting/texturing and shading techniques you learn from multiple professionals.

Pic related are the 2 best foliage renders I could achieve after ~2 months of autistically grinding at it and experimenting with different workflows.

IMO, I think that SoC foliage is a bit too grainy and blurry from distance. When I look at my previous attempts, I had the same problem. Now I think it's better, but I'm probably still biased, so it will take some time for me to be completely objective about these renders as well.

Also, I think she modeled/sculpted/painted everything from scratch in Zbrush, and then baked the textures. That's the usual approach if you don't go with photo sources. The exception is grass which some pros generate with Zbrush's FiberMesh instead of modeling the grass blades. In these 2 pics I actually modeled them as well, because I have more control over the looks. If you recognize me and have been in WIP in Nov/Dec 2017, you could have read more explanations of that workflow.
>>
>>606102
Oh shit >>603108
I've been working on some other projects and forgot about this post. Thank you for the help guys, although I still had some problems with the grass. I tried the other AA methods, but although it looked sharper and it fixed the blurriness, there were tons of white dots all over it, like some grain or something. All in all, it ruined the picture quality as a whole. Is it possible to reduce the AA amount or do I need to change some additional setting?
>>
>>606102
These are some pretty great results. Are there any tutorials or resources that you'd recommend for learning foliage? I can do hard-surface environments at a professional level but never touched foliage and it scares me.
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>>606141
Thanks, it's good as long as I keep improving. I wanted to post 3 screenshots, but when I went back to some older ones I was surprised how... I don't like them at all anymore, despite getting positive comments on them. Hopefully these are better and they can still be a lot better, but it takes a lot of experience I guess. Small changes in a shader setup or nailing the colors can make a huge impact on the overall look.

I've been reading 80lv articles, Polycount threads and various breakdowns on the ArtStation, so it's hard to remember and link everything but here are some of the big ones you can learn a lot from.

https://www.artstation.com/artbyalireza
https://twitter.com/artbyrens
https://www.artstation.com/noisestorm
https://forums.unrealengine.com/community/work-in-progress/74241-striving-for-photorealism-in-ue4
https://www.youtube.com/watch?v=_ShS8GK5UgU
https://www.youtube.com/user/quixelteddy
https://www.youtube.com/watch?v=Pj-S6DEcoO8&t=1958s

Also, google CGMA vegetation course and find some articles about it from various students on 80lv. The course is paid, but you can learn a lot from the student's articles, because they explain what they were doing, and you can see their WIP screenshots of foliage textures, which is a good reference.

I have to admit that I am somewhat proud that I modeled this "gym" in the first pic in about 5-6 days, since the CGMA course about vegetation lasts for 6 weeks, and they are doing more or less the same thing. Sculpted and hand painted in Zbrush btw. That part was easier than expected, though.
>>
>>606102
Give link to foliage mang I want it, artbyrens uses that shit I'm pretty sure
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>>606151
Thanks for putting together a genuinely comprehensive list of articles.
>>
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>>605903
>Unity is slowly but surely becoming the industry standard
>>
https://www.youtube.com/watch?time_continue=16&v=162VCDUndT0

Fully created in UE4. Opinions? I mean, it's nice, although it still feels like some cheapo TV animation IMO.
>>
>>608406
i have seen way better example. some sort of madagaskar rip off in jungles, can't remember how it's called.
oh, i found it.
https://www.youtube.com/watch?v=Mfqj3CFZyxU
looks real good to be honest.
>>
is there a way to make foliage move out of the way when you walk through it? like a bush or stalks of plant? do i have to rig this shit and pre-animate it? please say no.
>>
>>608441
Yes.

https://www.youtube.com/watch?v=S0ULtF6Gl1s

You can download the project, link in the description.
>>
>No volumetric fog support for spotlight cookies
>No realtime GI solution, lpv won't ever be finished
>Creating custom shaders is a total pain in the ass

Unity>>>UE4
>>
>>608463

Unity doesn't even have volumetric fog.
>>
>>608463
how is making a shader a pain? it's like 10 major parameters you tweak. nobody is dumb.
>>
>>608471
Aura

>>608474
Im talking about a "full" hlsl material domain. There are things you just can't do with the material editor
>>
>>608463
>ever considering unity
>>
>>608481
Let's be real, it has improved a lot.
>>
>>608463
>>Creating custom shaders is a total pain in the ass
You have access to the whole engine source, don't tell me you can't write a fucking shader if you know how, because that's plainly nonsense.
>>
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Here i have a question?

is it possible to create a clean Wireframe material?

it is kinda hard to see, but, in this screen from MGS2, The field green lines are actually wireframe, but:

-it doesnt show the triangles or quads, just the walls.
-it actually takes into account the depth of the scene, showing just the outline of the visible zone.

i know that wireframe rendering is a default material option, but it shows the triangles.

i also know an alternative would be just faking out the outline with textures, but i dont want that.
>>
modded blender game engine destroys ue4
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>>610531
TOPPEST OF KEKS
>>
>>608463
You misspelled Cryengine
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>>612249
you must have meant to say ue4.19
>>
>>612252
>ue4.19
wheres your GI faggot?
>>
Any ideas to apply a gradient effect to the edge of a mesh through its material?
So that at the edge of the mesh, this gradient is applied.

And how, if even possible, to apply a world displacement effect to another mesh from another mesh?
For example, one object has a displacement, which would otherwise clip through a mesh below it. Thus, instead, apply an appropriate displacement to the other mesh as well.
>>
I imported some package from the vault and it completely changed my folder hierarchy. I can't even find my levels anymore. When I go to "Open levels", they are not anywhere. I can still see .umap files in my documents, though, and all autosaves and backup files. What the FUCK am I supposed to do now? Everything is completely fucked.
>>
>>613396
NEVER MIND. I don't know what happened, but it showed up suddenly. Feels good mayne.
>>
Does anyone know if there are any plans to support Mesh Distance Fields on anything else than Direct X?
>>
>>613427
I've never heard of that being directx exclusive.
>>
How to deal with these retarded dilemmas I'm having?:

I got into hand painted foliage because that's what I see many AAA artists in big games do. It looks nice but also obviously stylized to a some degree. At the same time, I'm constantly salty that I can't achieve realistic vegetation, but feel like I'm cheating if I use Megascans.

I mean, where is the challenge in applying a texture on some billboards? I feel that is not portfolio worthy, but I really want to create some photorealistic stuff which seems to be impossible with the workflow of sculpting and painting everything from scratch.

I guess that's my main problem. I don't feel like I deserve any praise if I use a premade texture. Obviously, Art by Rens exists, and he even said that it still requires a lot of skill. What would employers say, though? Aren't you expected to know how to sculpt and paint foliage as an environment artist?
>>
>>613477
These are minor dilemmas you can fix.
Do all of it.
Use stylized vegetation, in an stylized little project.
This way you can develop/use an unique style and you can say you created everything from scratch.
Use Megascans in an little photo-realistic project. Mention that you used Megascans.

Then learn how to do realistic vegetation properly by following professional tutorials and do research.
Don't drag your feet and try to avoid it.
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>>613484
Ha, so you're saying it IS possible to create photorealistic vegetation from scratch.

I followed every tutorial on this subject I could find and the only one left is probably CGMA course. But even everyone who went through that produced stylized looking foliage (even though it looks very nice).

Pic related are my attempts. Other examples:

https://80.lv/articles/vegetation-production-in-environment-design/
https://80.lv/articles/growing-a-jungle-environment-in-ue4/
https://80.lv/articles/recreating-uncharteds-environments-with-ue4-and-substance/

These things still can't compare to Megascans or scans by ArtbyRens.
>>
>>613477
dude the entire point of megascans is so artists dont have to waste time on creating these kinds of assets

sure, do this >>613484
but dont be afraid to use tools that literally only exist to make your work easier and faster
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>>603108
I like it this way, its looks stylized
>>
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>>603108
>>606104
You have to turn on the project setting "Accurate velocities from Vertex Deformation" that should fix the blur on vertex animated grass.
>>
>>613673
Unfortunately, that didn't help either. I was never been able to fix my grass. Only completely turning AA off would make it sharp, but I'd get "noisy" edges and everything else would get ruined as well, of course, so there's no win here.

I've been reading that this is often a problem with vegetation in UE4, but now I'm not sure if something is wrong with my mesh or a shader itself. Shouldn't be, though. Shader is fairly simple and similar to what everybody else uses, and the billboards are no-brainer anyway.
>>
>>613723
Hmm you could also look into mip bias (it's a setting for your texture sampler in your material try setting it to -1) or try something like this:
https://forums.unrealengine.com/development-discussion/rendering/1449167-sharper-image-without-the-edge-artifacts
If none of that helps then I don't know either.
>>
Does anyone know if its possible to use multiple animations simultaneously on a single skeleton?
For example, separating torso and legs animations, and switching those around individually.
>>
>>614027
https://docs.unrealengine.com/en-us/Engine/Animation/NodeReference/Blend#layeredblendperbone
should be what you want.
>>
>>613673
>>613723
just noticed as i was playing around with my own grass material that you also have to tick the "accurate velocities" setting in your material.
>>
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>>610528
Do it mesh-based like pic
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>>606095
>Cryengine
I would rather have decent foliage than Cryengine's absolutely dogshit AI.
>>
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>want to open unreal
>mfw searching 'epic'
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>>615067
>>
>>615067
when did Alex Jones get cancer? wtf
>>
>>615059

Cryengine's AI is perfectly fine. Besides, you can code your own if you're not a moron.

Unreal is only good at making games. When it comes to graphics, it's shit compared to almost every other engines out there. It performs like crap for outdoors, no proper real time GI, no time of day, no ocean with physics, lighting looks fake and cartoony, texture compression is ass, takes everything from nividia because they can't come up with their own graphical technology.
>>
>>612252

you must have meant to say Unreal Playdough Shaders Compiling Lighting needs to be rebuilt engine 4.19
>>
Unreal vs unity

Hello guys, Im completely new to this subject.Trying to create a really simple RPG (maybe a MMO later on) - what would you recommend to use, UE4 or Unity?

Im currently getting into UE4 and it seems to work just fine. The infinity blade stuff looks also decent for beginners. What are the big pros and cons of UE4 and Unity?

Thanks in advance
>>
>>615309

MMO is impossible to do with a single dev.

On UE4 vs Unity. There is no real difference except UE4 has better graphics, however 2018 seems to have upped it so much that it probably doesn't matter what you pick.

Just flip and coin.
>>
>>615345
Why is a MMO impossible for a single dev? I know its a lot of work, but id keep it as simple as possible, just a few skills to grind and a crafting system. Id have no problem to work 1-2 years on that as hobby and Id be happy to host 50 players
>>
>>615346
>MMO

1-2 years is not that long.

MMO is impossible to do on your own.

RPG are hard enough on there own. Do you even know coding?
>>
>>615346
If you have to ask that question that just shows what your current skillset is. Don't even bother thinking about MMO. Even a simple RPG will be a challenge.

I'd even suggest Unity for gamedev, it's a bit easier probably and you have a good support from the community. UE4's blueprints are also okay option, but I think it would be better to stick with Unity and C#. You'll probably have a harder time making the visuals look good, though. Anyway, it depends on many things, but both are good choices.
>>
>>615353
Oh and one more thing - don't just forget about MMO, forget about any kind of online multiplayer game as well. Indie and online don't go well together. You won't get enough players to keep your servers full anyway. Keep it simple, in the beginning especially.

But something tells me you still have A LOT to learn before jumping into gamedev.
>>
>>615355
In fact I do need to learn a lot, obviously. But you have to start somewhere. A RPG is my first goal, a MMO is my dream which will most likely never happen, but I will goddamn try. Think about runescape, the core game was developed by only 3 guys
>>
>>615366
First, learn your tools by doing something simple. Implement Pong or Breakout, something along these lines. Do this on both UE4 and Unity if you want to be better informed when you pick one.

Recreating some classics, besides teaching you lots, may even be fun, and you could make something playable for others too.
>>
>>615366
OK dude when you have a lot to learn please don't make RPG your first goal. That was mine, and my project which looked half decent died because the scope was way too large. Just do a slice of a game, or settle for something simpler. Your first game is not your magnum opus, remember that.

The more you learn the more you will realise what is and isnt in the scope of 1 gamedev.
>>
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Why the fuck isn't the mannequin orientation correcting when it spawns in at a 90° angle? Pic related. It's registering as "in air" too so its stuck in the jump animation state.
>>
>>615629
because there is no code in the default mannequin accounting for the possibility it would ever be at an angle that is not straight upwards
>>
>>604625
I've had a similar issue with a water shader, I think I just added two regular subdivisions to a plane in Blender.
>>
>>600052
yo i never used this board but i need help. I have a uni assignment to turn in tomorrow and my unreal keeps giving me packaging errors. here's a link to a ue4 answerhub thread i made, it has the output log in there
>>
>>617640
and of i forget the link....
https://answers.unrealengine.com/questions/779749/packaging-error-40.html
>>
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>>617644
I think you are missing part of the necessary visual studio installation, I posted a more detailed answer on the answer hub.
>>
https://www.youtube.com/watch?v=ddYjX2qcLKY

>uses VXGI

I thought VXGI is unusable for games?? Is this the first one? I wonder what the performance would be like, can't tell from this barebones scene and gameplay, though.
>>
>>617764

The framerate is shit.
>>
Hey guys, I have a question to ask you all ))
I want to start a project, Music video,
I want main character to go to different dimensions and make every dimension in different style(cartoony, retro, anime, fetishy, shiny, etc... )
should I render it in Unreal Engine? .
>>
>>610528
Doesn't Unreal have a way to render lines?
>>
I have moved over to UE4, brand spanking new and I want to use AllRight Rig to animate in sequencer.
I've got it all working BUT I can not select the bones inside the viewport.

I have to select them from the outliner, making it a very timeconsuming process.

What's wrong?
>>
>>617764
Its not completely unusuable, just needs tuning.
Its performance depends entirely on the way you handle lighting and distance in your project, as well as scaling the settings for the hardware.
>>
>>621057

No it's unusable. VXGI 2.0 is just as bad, it eats up to 40 fps even on the lowest settings.
>>
Do you think these lazy fucks will ever come up with dynamic GI? Every other engine has it, and all I see on the forums are lame excuses.
>>
>>621052
Turns out I can not select the bones when the viewport is in Lit/Unlit, only wireframe.

What the fuck is this shit?
>>
>>621166
This was a matter of pressing "T".

Toggle transluscent meshes iirc.

Fucking stupid.
>>
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does anyone know how to make to the yellow lines stop blinking? every time I select any thing the yellow lines keep blinking
>>
>>621761
https://answers.unrealengine.com/questions/597363/bsp-geometry-wireframe-flicker.html
>>
>>621761
Probably because aliasing
turn on TAA
>>
>>602205
Damn this is really good
>>
>>602205
"Interactive"
>>
How come there are no new TrueSky torrents? The only one is 3 years old and it probably doesn't even work. I'm surprised there is no a larger need for good skyboxes. People still use default skybox a lot, but it looks like a piece of shit. Sure, I can use an HDR and have a nicer sky, but it's not animated. I have no clue how to make my own from scratch, though. Haven't found any good tutorial for that.
>>
Does ue4 license allow me to do commercial pon games?
>>
>>623331
*porn
>>
>>623331
short answer: yes
There was an official response on one of the forums that said you're allowed to, but you're not allowed to use their logo in the game if you do. And they've got the standard "don't do anything illegal" clause in their eula, so they can pull the plug on your loli bestiality sim if you get infamous
>>
>>623400
>>623331
here's the source, from tim sweeny himself
https://answers.unrealengine.com/questions/189651/mandatory-ue4-trademark-in-credits-and-potential-l.html
>>
>>623401
tl;dr

Do not use the engine for anything illegal.
Do not use the Unreal Engine trademark for anything that doesn't align with Unreal's image. (controversial, pornography, etc.)
>>
>>600052
This guy talks too fucking much. Jesus.
>>
>>623405
Nope, he just goes deep into the subject and explains everything. But yeah, not everybody can focus on something like that for too long.

Btw, guys, did you try out GPU Lightmass from luoshuang? I'm amazed right now, it looks so nice and it also fixed all of my baking problems I had with a default lightmass. And also, seams between modular walls aren't the problem anymore with this one! I got headaches months ago the first time I encountered that stupidity in UE4.

https://forums.unrealengine.com/development-discussion/rendering/1460002-luoshuang-s-gpulightmass
>>
What type of AA should I use if I just want the best visuals? As much as TAA makes things smoother, there is something about FXAA that makes it somewhat more realistic to me, and I'm not sure why. Even no AA at all seems better now for me, wtf? Maybe I got used to the UE4's look? TAA looks too blurry and gamey.
>>
>>623772
On top of using AA you could do this:
Render twice the resolution you want to have for your final image, then scale it down.

That is like a 2x AA for every pixel but the higher resolution creates better and sharper lines and less artifacts ( like the ugly moire effect ).
>>
>>623772

TAA looks like shit by default, but there's a way to make it look sharper. In the output log (console), enter these 3 lines

r.TemporalAACurrentFrameWeight 0.1
r.TemporalAASamples 4
r.Tonemapper.Sharpen 1.0

You can also combine this with some SSAA (screen percentage in your character's camera settings, something like 120 is fine).

It's not perfect, but it's better. I'm also using Chameleon's sharpening, it looks amazing, but not amazing enough to hide the fact that Unreal's graphics are shit.
>>
is it a good idea to use only widget blueprint to make a dating sim type of game ? or is there something more efficient
>>
>>604085
How come they don’t seems to have the shadows updating depending on the distance?
>>
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any guides on making good tits and for the physics too?
>>
>>626050
Don't waste your time on tits, you need to perfect those dick physics first.
>>
>>626050
that is some awful topology
>>
>>626104
It's what you get when you model in heat.
>>
>>615266
How legit is Cryengine if you have no prior game making experience?
>>
>>626386

You have to know how to program in C++/C# if you want to create anything relevant. Otherwise you'll have to stick with the game SDK and create boring walking simulators. You also have to be good at Flash script and use an external software such as Scaleform in order to create the user interface and menu.

In Unreal, you don't even have to program anything. You create interfaces with blueprints and widgets, and game logic with visual scripting (blueprints). Cryengine also has visual scripting but it's complicated and there are not enough tutorials to make a whole game with them.

Cryengine has the best graphics but aside from that it's still a pain in the ass to use if you're not a coding genius. I only ever used it to create nice scenes because it really looks amazing.

Unreal Engine 4 can look pretty nice with chameleon post process but it's not a photorealistic engine like CEV is. I feel like Epic wanted to make the engine both a bit realistic and a bit cartoony to make it more polyvalent.
>>
>>606031
>>606032
>>606033
>>606034
SotC remake is built on Bluepoint's own custom engine isn't it?
>>
>>626405
Thanks for the reply. I guess I'm gonna try my luck with Unreal.

I have a degree in business informatics so I should get stuff running at some point.
>>
>>615309
Unity is easier as a whole, while Unreal has already done a lot of the work for you. What this means is that if you want to make a 3D rpg or shooter Unreal is probably better as it has already taken care of the hard parts, while if you want to make something a bit more creative Unity is the way to go.
>>
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>>626050
If this is a serious request I can try to describe how I'm doing it.

>>626086
Ultimately you need both anyway, how else are you going to handle slapping a dick against some nice tits?
>>
>>626847
Are the jiggle physics realistic enough in ue4?

I've always animated mine manually as the jiggle is 100% unnatural 100% of the time.
>>
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>>626849
I think they are looking very good now. The breasts are animated only through physics. (Also please focus on the goblin tits the human girl uses an older setup which isn't working as well.)
>>
>>626850
Looks like it can be a baseline. Is it possible to bake the jiggle animation and layeranimate it further?
>>
>>626851
I think that's somehow possible with sequencer but I didn't look into that at all, I want to keep them physics based so that they stay "interactive". For example the camera is a physics object in the scene and you can push them or slap the players dick against them during gameplay.
Also if I would start to hand animate them I would be even slower than I am anyway with this whole project.
>>
>>626850
They're a bit slow
>>
>>626853
Oh right it's not for a video, then I understand.
>>
>>626856
Yeah, there is still room for improvement but I will try to fix that when I update the human girls breasts or when I do the drow girl, for now what I have is good enough.

>>626857
This is a thread for UE4 after all, but I agree for a video hand animated or some good soft body physics would be better.
>>
>>626858
Since you are going the ero-path, have you tried figuring out penetration?
Can it be automated via physics?
>>
>>626860
Maybe, but with penetration like stuff it's very difficult to get something stable, for now I'm just testing where the penis is, how deep and its velocity and drive some morph targets from there. (Ultimately I would like to set it up in a way that I have to just get the dick in the general direction and handle the penis bones automatically because I find animating it super tedious.)
>>
>using UE4 for porn

That's against the ToS
>>
>>626877
It isn't, also you can find official answers regarding porn specifically:
>https://answers.unrealengine.com/questions/515232/unreal-engine-and-pornography.html
>Epic doesn't censor the content created by its licensee; the only relevant restriction in the EULA is that the content be lawful. This may vary by country or jurisdiction. For example, what's considered unlawfully obscene in the US is presumably quite different than in Saudi Arabia.
>>
Is there a way to make spacebar play the sequencer when you are "inside" the viewport? As well as arrow left/right moving a frame back and forth?

As of now it simply changes the movement tool and moves camera left/right.
>>
>>626886
you can change all your keybindings in the editor preferences menu, so it should e possible.
>>
>>615366
first game you should do a lot of very small learning games that you don't intend on selling don't think about the graphics and such and focus on learning the engine
>>
Why is ue4 so intimidating, lads?

Making a landscape is a pain in the ass.
>>
>>606151
that noisestorm guy is absolutely insane

i thought i had seen the best, then this guy comes along and ups the ante

my god how can i E V E R compete. i actually closed closed his artstation i couldnt bare to see anymore
>>
>>627073

>Being impressed by megascans

Why? Oh wow you took a picture and removed 99% of the art process, I'm so amazed
>>
>>627189
It is really not that simple and you should probably try it out before you make such a comment. Go ahead and import some Megascans textures and vegetation in UE4 and see if you can make something of an equal quality. You still need to setup the shader properly, as well as the lighting.

That being said, I still prefer handmade vegetation that looks a bit stylized as a result. It is a lot more interesting at the end of the day.
>>
>Cryengine now using the same license model as Unreal

Into the trash it goes
>>
>>627224

Nobody uses Cryengine anyway. Good graphics are useless if you can't make a proper game because of the lacking tutorials and complicated/missing tools. Lumberyard would be a good alternative but it's a bitch to set up and that's the sole reason absolutely nobody is using it.
>>
>>627256
Only that Unreal gets worse and worse. The console performance of UE4 is already a joke, the footprint is incredible.

Maybe Cryengine will get some funds to improve the work flow and stuff that way.
>>
>>627265

>console performance

Who cares about shitboxes?
>>
>>627270
me
>>
Some ue4 vids channel if any1 interested
https://m.youtube.com/channel/UCxJJlAxcZUtH1emCE4fncBw/playlists
>>
How do we fix UE4?
>>
>>627506

These "Basics" videos seem even too basic for a beginner. I checked out a couple and honestly it just came off as describing what it is and not even the most basic functions. The kind of info you'd get in a tooltip for mousing over the tool.
>>
>>627738
Put some actual proper dynamic lightning in it. That's really it.
>>
>>627928
I wish they had an option for stencil shadows.

The shadows currently in UE4 are too damn soft for my tastes, and they aren't accurate enough when turning up the shadow filter sharpener.
>>
>>627928
use unity
>>
>>628111
I will when they add official support for volumetric fog effects
>>
>>628111

Unity still has shit performance and it's still a pain to even set up a freaking post process volume.
>>
>>628111
Unity is ugly unoptimized hot garbage, which is home to a billion different asset flips, and where you have to pay for $100-500 addons which supply the functionality that UE4 has for free.
>>
>>627738
Have a way to write custom shading models without having to recompile the whole engine.
I'm super fucking bummed to not be able to have proper cel shading with volumetric lighting.
>>
>>628766
So much this
>>
>>628766
Doesn't Unity have this? With 2018 there's a ton of control over shaders, it seems like you can do anything you want, if you have enough knowledge.

Anyway, not UE4 related, but what do you guys think about Armory3D? That's an open-source game engine integrated with Blender. I haven't tried it out yet, but from what I've seen, it... Actually looks surprisingly good?
>>
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Anyone fucked around with the BRDFs? Diffuse has Lambert, Burley, and Oren-Nayar ready to go (and UE4 uses Cook-Torrance for specular out of the box), but what about the rest? I see some other stuff like GGX and Gotanda in the GRDF file.

>>627224
>>627265
I don't care how fancy CE's graphical features are if the documentation is non-existent, the workflow is a pain, and the whole thing is buggy as shit.
>>
>>628863

Unity is slowly moving ahead of UE4
>>
>>629090
But you still need third-party plugins that won't work with each other for 99% of things that UE4 already comes with out of the box
>>
>>617656
Are you using any particular workflow for skin texture? I'm just using substance painter and the default method to then setup the textures on UE4, do you advise doing more?
>>
>>622521
I'm on mobile so I cant find the link rn, but there is a GDc video about how naughty dog made their animated skyboxes from just an image. I hope you find it useful
>>
If I want to do jizz in UE4, how would I go about it?

Full control of viscosity etc.
>>
>>629494
Create a Houdini Digital Asset with the perfect jizz simulation and use it through Houdini UE4 Engine?
>>
>>629521
Won't these import physic sims be "static" in whatever software you import it to?

I want realtime "ingame".
>>
IT'S HAPPENING!!!!!!!!!1

https://polycount.com/discussion/202328/expanding-dbuffer-decals
>>
>>622521
>>629308
Gotcha covered:
https://www.youtube.com/watch?v=o66p1QDH7aI
>>
>>615067
Mhhhh how should I open it then?
>>
>>629525
No kidding, if you compiled your own UE4 version with the nvidia flex stuff installed I think that's possible.
>>
Fuck all these out of date tutorials.

Where's a good place to find stuff?
>>
>>600052
god damn wish i could make game assets faster, i barely anytime to code the fucking game
>>
>>632010
This, I want to get into UE4 but half the instructions don't correspond to the current UI.
>>
What's the general workflow for Babby's first game/demo?
Is it better to start with blocking out demo/concept level or replacing the character model?
>>
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Screens from a game i'm dev'ing with a couple of friends. Trying to achieve a mysterious/myth/forgotten vibe with the fog and lighting. Not quite there yet, so i'd love some feedback.

It's far too bright in these shots, but that's basically just so it reads better when i post on instagram (which has a pure white bg).
>>
>>634184
Are you using megascans? How are you populating the vegetation? I think the issue there's nothing mysterious in the design. You need some little passageway being encroached upon by vegetation / overhang. You need more light to draw attention to said passage. You need motes / light rays, or fireflies etc.to imply mystery and create interest. Atm It just looks like any random swamp creek.
>>
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>switching to new engine version mid-development
>>
>>634184
Like >>634266 said, add some light at the end of the image, sort of. Make want to follow the long forgotten path but be afraid to continue to do so... what's on the other side? I wonder...
>>
>>634266
>>634330
Thanks, this helps alot! And yes, i'm using megascans.
>>634268
I haven't even thought of the fact that the references i'm using are actually common surroundings for a lot of people. Those screens don't accurately represent the overall look that the game will have though (there's going to be a whole lot more moss and rot etc), the screens are basically just used to get feedback on the mood/lighting.
>>
i have a question about unreal's textures,does reducing a png to 255/256 colors really matter when imported to unreal? because i cant see any way to monitor the VRAM usage by importing a 255 indexed image vs. normal color to find if it matters,and the file size that shows in unreal is the source file's only
>>
>>600052
Nice trips
>>
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increadibly dumb question here: How do I use a gamepad in PIE?

I want to just toss a controller at people for playtesting. I know the input actions are set up correctly, since I aped them directly from the preview templates, but for some reason it doesn't respond at all.

I tried to google this shit, but terms like "UE4 controller" or "gamepad input" give a million results that are obviously not helpful
>>
>>634699
it should work if it's XInput.

PS4, PS3, and Steam Controllers take more work to get up and running in the editor.
>>
>>634973
I'm not sure it is. It's just one of these old pieces of shit I had laying around: https://www.amazon.com/SteelSeries-Dual-Vibration-Gaming-Controller/dp/B0036WTVNG
I have a steam controller, but I figured setting that up would be way too much of a pain
>>
Got a dumb question, anyone know what would be preventing my character from jumping in a water physics volume?
>>
>>634994
Assuming you're talking about xinput on Linux, type xinput devices in a console and see if your device is listed. If it is, take the ID and run xinput test ID and it should show all the device's keypresses and vector input in realtime. Ctrl+C to stop the test.
>>
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>>635187
my bad. the first command is "xinput list".
it should give you something like pic related
"xinput test 17" would then give me the debug output of the "UC-LOIC TABLET 1060 Pen Pen (0)" device.
>>
>>635186
>give the character a "CanJump" Boolean
>turn it off
literally one of the easiest things to do in UDK
>>
>>604625
Have you tried not using a BSP?
>>
Neat material.

http://iloverisusan.tumblr.com/post/176551615255/
>>
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>>630293
>>629525
This, you're pretty much down to nvidia flex if you want realtime.
Downside is it's nvidia only, plus side it's fucking amazing.
>>
Has anyone here made a mode from SFM to ue4 for porn?
I'm having difficulties acclimating to the concept of Projects and shit.
What do I need to save as backups of my work? I can't just use a single file like .dmx in sfm.
>>
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So, how much in-game animation is too much in-game animation? I mean, you could do some sick ass shit when it comes to dynamic animation, but at what point does it become needlessly bloated?
>>
OH SHIT!

https://80.lv/articles/octanerender-2019-for-ue4-announced/

But... Is it not going to be free like it is in Unity? I want to see so bad how would my existing UE4 scenes look when rendered with this...
>>
>>638302
Considering it's OTOY, I would take every one of their promises with a grain of salt.
>>
This is in Unity but well damn, it looks good. Also looks kinda fresh after I got so used to UE4 renders.

https://www.youtube.com/watch?v=0Nqq4B-gLGU
>>
Hi guys. I want to show you my first released game. Made it for ue game jam.
https://itch.io/jam/2018-summer-
ue4jam/rate/295757
>>
Excuse me? EXCUSE ME?

Made in Unity?

https://www.youtube.com/watch?v=GXI0l3yqBrA

I'm going all in. Fuck it, I'm all in.

Post the best courses to learn Unity and C#.
>>
>>640094
Yes. And that's not even the most recent graphics promo for Unity.

https://www.youtube.com/watch?v=BWW6y_VO7mI

>Post the best courses to learn Unity and C#.
Search them yourself, faggot. Show some initiative.
>>
>>640094
Yeah, Unity is great and looking better and better. Keep in mind though that particular film had a ton of custom stuff on top of it, though. But now we have HD rendering pipeline, which is nice.

I was playing around with Book of the Dead scene inside the Unity. Maaaan, are they using a ton of post processing and weird settings. The thing is a mess, can't really learn much from it.
>>
>>600052
...This thread has been going since New Years...

Just how few people visit this board?!
>>
>>601810
>DICE
>world class anything
>>
>>600054
>Just looks like typical unreal plastic piss.
>>602202
>plastic piss
t.retards using Lambert instead of switching diffuse BRDF to Oren-Nayar/Gotanda
>>
>>641629

Epic are the retards for not enabling oren-nayar by default. And It's not just that. It's also because of the blurry TAA that makes everything look cartoony and pasty. Why would epic bother fixing this anyway, this shitty can't even handle 10 dynamic lights, let alone dynamic GI.
>>
What's the modern pipeline for 3d assets?
>>
>>641652
Can you not just use tonemapper sharpen and sharpen PP effect? It looks fine to me...
>>
>>641656
Model high and low poly, bake high poly in Marmoset or Substance or something else, texture in Substance or whatever, drop into engine.
>>
>>641657

It looks fine if you've never used another engine before. Do yourself a favor, buy chameleon post process and enable sharpening, you'll see how blurry unreal really is without this,
>>
>>641652
TAA and FXAA are indeed awful. Unreal has unfortunately always had that plastic look. Even the original Unreal had it a bit.
>>
>>641629
>>641652
How do you switch? I saw something about it in another UE4 thread but it's long dead.
>>
>>641652
>this shitty can't even handle 10 dynamic lights
Fuck is up with this anyway? UE's dynamic light performance is fucking awful, I haven't checked perf in Unity and CryEngine though so I can't compare.

>dynamic GI.
$10 this is because Nvidia and Epic have been in bed over real time ray tracing for a few years, so Epic likely held off on GI waiting for that. Most likely we'll get a GI solution running on DXR, so RTX users can run real time GI, and non-RTX (or people who don't want to lose a lot of frames over GI) can just use the baked results.
>>
>>641767
CryEngine uses voxel based GI, so it depends almost entirely on how you tweak the settings - the number of light sources is not a problem. Unity also uses some form of GI, mixed with precomputed lighting.
>>
>>641767
unreal's dynamic light simply doubles all geometry it hits,you can check this with the gpu profiler console command,get near a light,character polycount doubles up,atleast there are capsule shadows to work around these costy things but it still is ass
>>
>>600052
Unreal is lame. Unity is teh best.
>>
>>616075
The mannequin sure is stupid, then.

>>617656
Colors are too vibrant. Lower the saturation because those images sting the eyes.

>>633609

Who on god's neon green earth would put a granny pussy on Samus?

>>634184
Looks like a lump of shit roled up in some fog and lighting.
>>
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Not sure if this is the right place to post but I want to get into level design and make a world to explore. I haven't touched Maya in years and used Unity back when I dabbled in game development.

I downloaded UE4 and I'm thinking of grabbing Blender. I want to rebuild Dark Souls with a Halo theme. Just start with firelink shrine and see if I want to continue from there. I want to make level design a hobby but I'm essentially new to this again.
>>
>>600052
what on my computer can i upgrade to speed up build times

is it mostly CPU?
>>
>>642984
Yes. You need to have enough RAM (you probably do already), and faster disk access to the code/temp build directories helps, but the majority of time is spent on CPU. The more cores, the bigger caches, the better. Ah, and RAM speed helps too, of course.
>>
>>641623

Yes you're a pissed off incel because women are in a game, doesn't change anything about their art team.
>>
>>600052
Why is this engine so slow? It takes half an hour just to start up and building lighting takes even longer with small scenes.
>>
>>643305
Building lighting is essentially the same process as doing a 3d render. You're asking why 3d rendering is slow.
>>
>>643305

Because unreal uses an outdated stone age method. Every other engine does that shit in real time.
>>
>>615629
gravity
>>
>>643305
My environment is now big enough (still small t b h) that I have to wait 90+ minutes for a bake on preview quality. Crushes my productivity. Switching to Unity for the next project. I'm really interested how will it perform.
>>
>>643305
>3 years for a lighting build
>doesn't even have GI
>>
You should do the baking gpu based.
My friend do it, he use freeca scrip or plugin i dont know that he downloaded and works much better
>>
Hello, guys. I am rather new to UE4 and got a question. Is there some kind of tip list of how to get away from the "samey" look most UE4 game got? This shiny greasy way stuff looks. I ticked off motion blur and some other stuff in post process, but i doesn't change that much.
>>
>>644542
A lot of it is shaders/materials
>>
>>644542
https://www.artstation.com/dominiquebuttiens/blog/QGw6/free-tutorial-crisp-and-detailed-ue4-renders
>>
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Besides GPU and SSD, does CPU make a huge difference with general engine usage? I've been thinking about falling for the more cores meme. Currently quad core. Loading new scenes or compiling shaders takes forever.
>>
>>644594
Cpu is big for compiling shaders and building lighting with lightmass. Go for them cores
>>
>>644542

No amount of work will allow you to get rid of that ugly UE look. I can't believe how brainwashed unreal drones are to say that it's the best looking enigne. Hell even unity now looks better than unreal and has more real time features.
>>
So hey, I have been building a more sophisticated UI/menu system, including an equipment screen with a character preview, and a map. From what I can tell, it seems like the best way to do this is with 2d capture components. But the problem is that those components do not seem to update while the game is paused, and I have it set up to pause the game while the player is interacting with UI shit, because obviously. so basically, the UI isnt updating because shit is paused. Is there an easy work around for this? or do I need to restructure my entire UI to run in a seperate level that loads/unloads everytime the player opens the menu, so it can render without being paused?
>>
>>644542
>>644663
Can you post examples of specific games/scenes/screenshots where you can really point out that notorious look you mean?
>>
let's try to keep this thread going until january 8, 2019, guys, lol
>>
>>645085

Look at the upcoming Call of Cthulhu game, Vampyre, Days Gone, they all look "soft" and cartoony. Then look at the forest made in unreal. They look like they are covered in oil. Tekken 7 has this problem, everything looks oily AF.

I think this is mainly due to TAA. I'm able to get rid of most of that UE look by combining tonemapper sharpening and the sharpening from Chameleon.
>>
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>>610528
To think 7 months have happened since i made this post, its ok, i managed to found a way.

My next doubt would be this:

as you can see on the screenshots, the shadows looks off, as the scenery is made mostly of cubes one would expect for them to have a perfect flat shading, and yet the shadow maps looks moved.

i do imagine the problem lies on the normals, but since i know jackshit about Maya, or other advanced 3d programs, is there a way to fix this without complex software?
>>
>>604757
I don't think you can do MSAA with deferred rendering, which UE4 utilizes by default. Disabling it will result in a significant performance decrease. That's not a great option for just making the grass look less shitty, and I'm not even mentioning the performance hit MSAA itself will have.
>>
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>>645817
>>
>>645817
Just do what the big fucking red warning says.
>>
>>646031
>>646032
i already did that, and it wasnt working...

apparently i got it fixed by changing the mesh from static to moving.
>>
How do you turn OrenNayar on? I found some old instruction about shadingmodels.usf, but the system was redone in meantime. Can't find any switches in source. Only mention in brdf.ush.
>>
>>646555
Went through source and it seems except one little mention, all other algorithms were purged all together. In lighting code it strictly says Lambert, no choice.
>>
bros....is there a preset or option to put all the graphical and render settings to highest, something like movie mode? Just want to do some sequencer test renders with a unreal preset scene. if not, is there a list so I don't forget anything? Like for eg. turn off lod completely, max shadows bedt shadow quality etc.
>>
>>646778
There you go my dude
https://docs.unrealengine.com/en-us/Engine/Performance/Scalability/ScalabilityReference
>>
Guys, anyone uses landscapes? No matter what i do and how high of res i put in, the created landscape is blocky. It is barely seen with naked eye, but shadows of sunlight easily show jagged lines.
>>
>>646846
yep, exactly what I was looking for. ty
>>
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How would you do simple machine animation in unreal,without using skeletal mesh and without blender rigging? Here I have silicone gun made out of 4 parts that should have simple movements. I could import them like 4 separate meshes then parent them all to one actor and then move parts using transform/rotate functions in actor BP, but this is stupid way of doing it for sure. It needs 4 models to be imported separately and then adjusted. Is there a way to subdivide mesh inside UE4?
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>>648167
that would be with ue4 animation nodes which i don't know anything about.
but you could literally just do a mechanical animation with rigs.

https://www.youtube.com/watch?v=eF4CuIX40XE
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What's the best way to bring in large continuous world geometry into UE4? I have a rather large cave (50x100x50m) mesh that I need to bring in. Do I chop it up in (semi-)equal pieces and bring those in? Bring in the whole thing and use material slots to use several textures on it?
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>>628909
In which of the shader files can I change the BDRF? In BDRFShadingCommon.ush (I think it was its name) I can find all the BDRFs like lambert, gotanda, ggx... but I don't know which line sets the bdrf that it's going to be used...
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A premade engine what are you fucking gay
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>>649474
This guy has the right attitude.
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>Baby's first scene.

Please, someone notice me.
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>>649825
>using other people's models
try to mess with the materials a little more
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>>649825
The normals on those cardboard boxes are messed up
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>>649826
>>649862
How about this one, senpai?
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>>649950
10/10 cuz of based fatnaldo
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so whats the process for using ue4 for archviz? once i have my scene done in 3ds max do i just export all the furnitures, walls and floor/celing as separate fbx and rebuild the room in ue4?
do i need any other external software, plugins or ue4 is enough?
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>>650014
Import the whole scene, add materials, do the lighting and render.
You threat UE4 as if its just another renderer.
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>>649950
>>649825

>Baby's third scene.

Feel like getting better, yay! How about this one?
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>>650177
If you're going for a realistic style then you should tone down the ambient occlision. Also the city looks a bit too flat, like it's an underground bunker or something. Carpet shouldn't be shiny either.
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>>650193
I've been playing with the lights and builded on professional setting. Very BF3 like, IMHO.

>>649826
>>649862
>>649958
>>650193
Thank you all for the support.
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>>650177
A big part, I think, of what makes gamedev interiors like this seem sterile and soulless is the lack of baseboards around the bottom of the walls. Virtually all interiors in real life have some form of baseboard, but it's kind of a minor thing, so it's not noticeable enough to stand out, but it is noticeable enough to make it seem weird. Same thing goes for architraves around doorframes.
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>>650433
Im installing these in my real house and it's starting to look more realistic there too.

Nice catch
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>>648632
Seems like something you could pretty quickly test out yourself.
Both are viable options.
I would personally have tried the latter first but possibly using layered materials with blending.
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Heres this abomination of a game I'm working on
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>>650508
That's kinda cute. Hope the animations aren't final. I think you overuse the effects though, bit too much dust whenever she runs and the wooshing vignette doesn't really work that well when she's not even running that fast.
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>>650433
this x100

a lot of 3d artists need to learn how things are _actually_ constructed. this applies regardless of whether you're aiming for photorealism
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>>650508
Please remove speed lines for the love of god.
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>make flying thing
>trying to make it move by itself in 3d space

just kill me lads
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>>650508
>my own game has been sitting in my hard drive for 6 months now
>desperately needed job, had to move countries
>have job, but:
>can't afford computer
>can't afford to continue development

>did it for fun in the little free time I had over the course of a month
>looks AAA compared to this

I bet you also receive anywhere between 40-60k per month from Patreon to work full time on this pile of shit.

Your animations suck ass and the rest isn't much better.

Carry on, I needed to vent.
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>>650670
>I totally have a AA game I spent years on guys, I-I just l-l-lost it, yeah

faget
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>>600052
Using a premade engine! What are you some kind of retard?
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>>650939
How many years left before you can render a triangle, anon?
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>>650958
Prfft, a triangle is, like, the hello world of computer graphics programming. The triforce, on the other hand... now, that's the real deal.
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Anyone here that knows how to increase the z height of a mesh in a blueprint?

I have a pawn and I want to randomise this so they are not all flying at the same height. Got halfway there with world offset but that gave me some weird results
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Does anyone have any idea how I can make a title screen with a song attached transition into a full main menu with a new song that starts when you enter it? I made it so you are able to get past the title screen to the main menu by pressing the a key but the songs overlap each other. Here is what I have so far.
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>>650508
>>650509
Nowhere near final, just learning shit as we go.
>>650542
will tone them down
>>650670
32 dollars


Here is an update on the lighting
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wait how is this /3/
are we aggydaggy now
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How to scale a bone on a character (scale bone on command while in game)? Let's say I want to resize head bone when player enters a cheat (for example)
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>>651783
It's okay now I forgot to put alpha value to 1.0



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