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Found 263 results

  1. Hi, I'm currently studying physically based shading in UE4 described in Real Shading in Unreal Engine 4. In the notes, the Material has 4 basic properties: BaseColor, Metallic, Roughness and Cavity. Here is their BRDF model in use: The use of roughness is clearly clarified, and I guess BaseColor is referred as \(c_{diff}\)c_diff in the diffuse component. Then anyone knows how Metallic and Cavity is implemented in UE4? Exact fragments in the source code of the engine would be the best. Thanks a lot!!
  2. The Emotional Music Vol. I pack focuses on beautiful and esoteric orchestral music, capable of creating truly emotive and intimate moods. It features detailed chamber strings, cello and piano as the main instruments, resulting in a subtle and elegant sound never before heard in video game royalty-free music assets. The pack includes 5 original tracks, as well as a total of 47 loops based on these tracks (long loops for simple use and short loops for custom / complex music layering). Unity Asset Store link: https://www.assetstore.unity3d.com/en/#!/content/107032 Unreal Engine Marketplace link: https://www.unrealengine.com/marketplace/emotional-music-vol-i A 15 seconds preview of each main track is available on Soundcloud:
  3. Hello My team is working on the game neo arcana a logical crisis. We are presently looking for coders to help with the user interface for it. as well as a working combat system the aim is to have a system where cards represent the skills and abillities of a character. each character wille have core cards that is the make up of what sort of character that is. then there will be other skills and abillities that can be shared among the party. the game itselfls is a strategic roleplayed game turn based. set in an alternate earth where magic is real but suppressed from the common people. And we want to use a combat system where a character gets one move and one action per turn. We are presently working with unreal but if you as a coder have a better idea we are at this stage able to switch engine So if interested in this project let me know
  4. Airlock 22 is seeking a Sprite Artist to help create the art and animations for a video game we are developing. Artwork is currently just placeholders done by myself until we can get someone with much more experience to help out! Responsibilities: - Create Sprites that the Engineering team will be able to bring into the game under production. - Assist with Sprite animations if it is something you are comfortable with. - Collaborate with other team members to develop artwork for current and future projects. Requirements: - Ability to work independently - Ability to focus while working remotely - You are able to create your artwork in a well-lit environment Pluses: - Experience with Sprite Animation - A very creative mind - Excited to help build a studio from the ground up. Please contact me at kevin@airlock22.co
  5. Game Title: Heroes and Legend Type: RPG + Online Description: Heroes and Legends is a role playing game similar to AD&D style play. This game features real time and turn based combat. Requirements: Blender, C++, Unreal, Git, yEd Looking For: 3D Modelers and 2D Artists Being part of this project you will get access to unlimited books, pluralsight, and be part of a permanent team. There are royalties and a contract ensuring partnership and pay.
  6. What is Heroes and Legends? Well, it is meant to be the most advanced RPG to date, exceeding Skyrim, and as immersive as Baldur's Gate. This game will push the envelope of modern PC's requiring more modern technology, 16GB min RAM, 4GB min Video, Advanced in Game Kinematics, Actual Fluid physics, the works. I have been in programming for over 25 years. I have studied 3D computer graphics since the early days of WinG before it was DirectX. What am I offering? A team and partnership. Everyone who comes on board will receive royalties and be part of the company as I move it from a Sole Proprietorship to Corporation. Sky is the limit on this. All the project goals are meant to be a stepping stone in to the companies ultimate focus which is Military Combat Simulations. I need your help though. Right now, I am in content creation. I have over 600 textures needing normal maps, ambient occlusion, specular and displacement. I have a very advanced 3D model with rig that is almost complete. The rig uses actual anatomy and bone sizes of the human body. As I close the completion of this advanced work in the rigging, I still have to create high def detail, clothes, animations and I must add on to the rig for various humanoid types. The project is split in to modular pieces so that elements can be sold on Unreal store, converted to Unity and sold. So there will be money making in process. So, if your looking to become part of a permanent team with good project management, a very experienced developer, and be part of a developing company, then please, reply or send a message. I have received only 1 reply since I began making this effort and I can't do this alone. Game development is a team sport. No response, well, then this will never see completion. Here is who I need: HTML, Java EE 7, HTML, PHP, Linux Web Developers Server Administrators 3D Modelers and Animators 2D Concept and Interface Artists Sound and Music Composers Unreal and C++ Programmers What you need: Vision, Creativity and Dedication Enclosed is the blender file of the High Polygon Human Rig. This rig will allow for every type of human interaction you can imagine, right down to breathing. Using advanced IK plugins, and motion graphics, the level of character interaction and realism will be unlike anything experienced in games, right down to a punch molding flesh on the face. This is not complete, but the rig is almost there. My work, solely. MALE-0000-0000-0001.blend
  7. We are young BEGAWO studio, looking for talented enthusiasts for creation a technical demo of an interesting and promising game project with UE4. Fantasy Action RPG with a third person view, with a big open world and an exciting storyline. We have a lot of interesting ideas that we want to realize and together with us you can become a part of something great. We need: -Programmers, blueprints scriptwriters (knowledge of C ++ is a plus); -Concept artist; -3D artists (characters, props , environment.); - Animators and VFX artists. At the current stage of creating a demo, work is unpaid and charged with pure enthusiasm, in your free time. After finishing tech demo and begging of stage of full development you will be able to switch to work under contract, with the ability to work remotely. If you are interested to take a part in the project, feel free to contact us. For more details: begawostudio@gmail.com.
  8. Hi, I'm brand new here. I'm learning modeling in Blender. I'm just curious if drawing ability is required to become a good 3D artist? And if so is there any help with that (books, etc) you could point me to. How did you get started? I'm not exactly a young buck, I'm 32, so I'm a little late in the game to be starting, I know, but games are a passion and the art in them are fascinating to me.. my goal is to make environment assets for games in engines like Unreal which I'm currently using. Thank you!
  9. Choconoa Devlog #1

    A 3D platformer in the world of pastries. Hello! After 4 months of work, it's time for us to start a devlog for our new project! STORY You play Choconoa, the prince of the chocolate world, and you must grab back the sugar stolen by the princess of the candy world. GAMEPLAY The 4 gameplay pillars are: You need to collect basic ingredients (chocolate, flour, eggs and milk) and recipes, and thanks to the magic of your wooden spoon, you can create a catapult. The bonus collectible is a chef's hat wich allow you to bounce and be invincible for a limited time. Next are the sliders which allow you to access different areas and grab extra collectibles. Last is the chantilly on the floor which makes you go faster. FEATURES LINEAR LEVEL DESIGN - SEQUENTIAL ORDER SINGLE PLAYER AND LOCAL MULTI UP TO 4 PLAYERS SPLITSCREEN COLORFUL STYLIZED ENVIRONMENTS KID-FRIENDLY PASTRY THEME WHAT'S DONE PROTOTYPE BASIC MENU AND HUD CORE GAMEPLAY HERO BASIC ANIMATION SET SOME ENVIRONMENT PLACEHOLDERS SOME SOUNDS AND FX PLACEHOLDERS TODO LEVELS CHARACTERS MODELS ANIMATIONS ART SOUNDS AND MUSICS TEST TOOLS UNREAL ENGINE 4 ZBRUSH BLENDER GIMP TARGET PLATFORMS WINDOWS, MAC AND LINUX NINTENDO SWITCH
  10. Hello, The core members of our LLC are looking to start a new IP, we are currently looking for a skilled procedural terrain generation specialist. We are planning to have the game in UE4. You will be working with skilled individuals, which have 7 years of experience in their occupation Compensation will be discussed during the time of onbording. .If your interested please email secretreality7@gmail.com Past work: http://www.moddb.com/mods/tiberium-secrets
  11. TL;DR: zombie shooter game, looking for UE4 Coder and writer Cold Comfort is an asymmetrical Multiplayer Zombie Tactical Shooter (MZTS?!) with a focus on co-op and environmental destruction. (Currently under development) I started this project two years ago on my own, and in the last 6 months I've been getting more people involved in the project. Presently there are 20 of us! As most of the team is spread out across the globe, we do the majority of our collaboration online on Discord. This is a deferred payment project. We use HackNPlan to organize the project and to log hours, which will be paid out once the game has been released. We are planning on doing a Kickstarter the first half of this year and hopefully release the game in 2019.. We are in need of: - a UE4 Coder - an author ( for the audio script, and lore) . VFX Artist More info on the project can be found on our website and on our community discord channel. Interested? PM me for details!
  12. Hi ! Today I want to share with you my latest Sound Effect video: how to create a fire sound effect without recording an actual fire: If you are looking for a sound designer for your virtual/augmented reality or video game projects, don't hesitate to contact me ! Olivier Girardot olivier@ogsoundfx.com http://www.ogsoundfx.com
  13. I've been puzzling over this for days now, and have hit a wall so need some help! I'm using VR motion controllers in Unreal Engine. I need an object to follow along with the motion controller, but to maintain a certain orientation. If the motion controller / object were to move around on the flat XY plane (UE4 is Z up so the XY plane is the horizontal plane), the top of the object would be pointing upwards, and the object just turns corners following the direction of movement (turning much like a car would when driving around). At each tick, I am taking the current position of the motion controller, and making a normalised directional vector using (CurrentPositionXYZ - PreviousPositionXYZ). Using this direction (forward vector), I am then making a rotation from the forward and up vectors. In order to do that I am first finding out the right vector by taking the cross product of a global up vector (0,0,1) with the forward vector. Then I take the cross product of the right and forward vectors to get the actual up vector. Then I make the rotation with forward and up vectors. Here is what this looks like if the motion controller movement were to be locked to the XY plane and move in a circle. All looks good, and exactly what I was hoping for. However, if the circular movement was to occur in either of the other planes (XZ or YZ) then we have a problem at two points on the circle when the forward (directional) vector lines up with the global up vector I'm using. Because these calculations have no way of knowing that the object is moving in a certain direction, when the direction changes to move from negative Y to positive Y, for example, the whole thing flips. Here's what this looks like with a circle drawn in the YZ plane: This is obviously no good, as it breaks the consistency of movement. As such, I wrote some logic that detects if the X or Y value crosses 0 when the direction is pointing up/down, and then reverses the global up vector. Assuming there is no movement/value in X, the movement graph for this looks like this: Red = X; Green = Y; Blue = Z || Circle in YZ plane starting movement in -Y direction. And with the up vector flip logic added, it looks like this: Looking good! Except there's a massive problem. This all works fine if the movement is constrained to a plane (in this case the YZ plane, but also works perfectly in the XZ plane), but breaks down if the circular movement is drawn eve slightly off-axis. Here's what happens: There's a section where everything flips. The size of that section is determined by the magnitude of X, and relates to the part of the graph pointed to in this diagram: Here X is set at a constant -0.2. As soon as the Y value passes the value of X and approaches zero, the value in X starts having greater and greater influence over the direction, and then as Y starts moving further away from zero again, the influence drops away again. Although this makes sense, it's not what I want, and I can't figure out how to achieve what I want. I'm having trouble even defining the nature of the problem. Perhaps (probably) I'm doing this in a really stupid way, and there's a much simpler solution for what I'm trying to achieve. I could really use some help! Given a progression of known locations through 3D space, what is the best way to move an object along them such that its axes bank (if that's the correct term) realistically and don't do any weird flipping around? All help massively appreciated!
  14. the birth of Charly Clearwater

    The main-character of game BIZARRE, Charly Clearwater, keeps us going! We haven't finished him yet since we weren't happy with his hair and skin in UE4. For promotional pics, we want him look like real, therefore, we made his 4K appearance our business. Charly's skin looks fine in UE4 now, but his hair turned out to be a disaster! We modelled a big marshmallow and painted it like something that looked like tiramisu ice-cream, we formed hundreds of coffin-shaped polygons and textured them, so that he appeared to be a bird wearing bizarre feathers on his head. Finally, we created more than 800 hairy-shaped polygons and formed them into a nice hairstyle, put them on his head. A hairy texture made them all look like hair strands. Now, we try to make his hair look good in UE4 within all the different (disturbing) lights and reflections coming from the surroundings of his apartment (the first game scene). Yeah, we also create some animations, i.e. the walking animation, the shooting animation, the running animation, etc. Somehow, we're making progress.
  15. Hi, I am trying to build a small POC in Unreal. I consider myself a pretty good C++ dev. I have a pretty good knowledge of Directx/Opengl, and have programmed my own game engines before. I have also developed projects of various sizes using Unity. I would gladly keep using Unity, but cannot due to licensing issues. So I am trying to learn Unreal to overcome the licensing issue. However, I cannot find decent docs and tutorials for programmers. Most tutorials use Blueprints, which as a "coder" I find very hard to read (not to mention no copy+paste). Also the editor UI evolves rather rapidly, thus making alot of tutorials outdated. ( I often find myself searching for submenus that no longer exist ) While my project is very small, I am trying to do something which is at an intermediate level: I want to download images from the internet and dynamically load them onto 3d meshes. I have only found some partial solutions on Unreal forums. And have only found 2 very basic C++ tutorials on the official unreal site. I guess what I am asking is: Regardless of my specific project, can you recommend a comprehensive "coder" oriented tutorial or book ? I am not looking to create complicated scenes or effects. I just want to instantiate a mesh, and play around with it's attributes at runtime.
  16. Looking for someone who is experienced with programming video games. I already have the game designs drawn, but i am not a good programmer. Hopefully someone is interrested in working together on a mobile game for android, low poly style.
  17. New Player Movement

    We have almost completed the new movement system for our spy/farmer. Part of your adventures will take you into wilderness, mountains, and caves. To accomplish this we need to have a robust movement system that allows for cliff hanging + climbing. This video demonstrates those animations and how we hope for it to look. Keep in mind we still have camera changes that need to take place to make this smooth, but this is the general idea. As always, thoughts and ideas are welcome! See you later.
  18. Project: Heroes and Legends Stage: 1, Content Generation, Assembly Skills: Unreal 4, GIMP, Krita, Blender, iClone, Rigging, Animation, Texture Generation, Substance, Audio Composition, GIS (Geographical Information Systems), C++, YeD, Open Office, GitHub Positions: Unreal 4 Developers C++ Programmers 2D Artists 3D Texture Artists Music Composers Sound Composers Web Developers HTML, Java, MySQL, PHP Server Administrator Description: Heroes and Legends is a RPG like Skyrim but has action to turn based systems. It features extreme motion graphics. Some adult content like The Witcher. Immense combat intricacy. It will also feature heavy object interaction. This is not a short term project. It will feature an in pay system. I currently am in the content generation stage. I have posted one of the models I am working on with 1 piece of music I have selected. I have rights to Versus and Ivan Torrent for music sound tracks. I also have one dedicated server, Ubuntu 16.04, a domain and need web developers and server administration as I can't possibly do all this work my self. I also have a CC merchant already, including business PayPal account. Please be prepared to show a portfolio. I am the creator of Labworks made in Java which is a scientific engineering program, I also have plenty of C++ source code. I have studied Unreal 4 for 4 years and know it in and out, this is my first major project so no blueprints or portfolio work besides my software programs developed under my company. Benefits: Currently I am offering paid for access to pluralsight.com and geekbooks.me for anyone that contributes. Royalties will be split among the contributors on completion of the project. Contact: You may reply to this post. You may contact me via my business email, darian.a.glinski@i3dix.com You may message me on Skype at Darian Glinski, Elk Mound, Wisconsin. Message both one is my business one is my personal. Websites: i3dix.com (Under Construction) sworn2duty.com (Organization of veterans, using Joomla) bbc-051117-Epic-Action-Orchestrations-Full-Mix.mp3
  19. I'm using a plugin called Coherent UI for UE4 1.11.2.1 to present html pages in game.There's a problem that same html page presented in web browser and in the game is different.In that page there's a svg line. <svg xmlns="http://www.w3.org/2000/svg" version="1.1"> <line x1="0" y1="0" x2="200" y2="200" style="stroke:rgb(255,0,0);stroke-width:2"/> </svg> When I set the stroke-width at a larger value, 50,100... it's length also became larger. The first one, stroke-width=2. The second one, stroke-width=50. The third one, stroke-width=50 but in Chrome and Firefox. I need the edge align to the center of the circle.And I found that if I set the stroke-linecap at "square",the line in web browser is same as the second.So I tried to set stroke-linecap at "butt", then the line in browser became correct.But it doesn't take effect in the Coherent UI.Is it a bug in the plugin?How can I fix it? Thanks.
  20. TL;DR: I'm a software engineer focused on VR game dev. I'm looking for partners who want to work together as a legitimate game studio making quality 3D games. About me: - I live in Los Angeles, CA - I'm a software engineer and I've built apps from A to Z - In my previous job, I did native mobile app development for numerous Android VR apps - I'm experienced with music composition/production: https://soundcloud.com/ryancomposer/march-of-nobility - I have a blog documenting my journey as a game developer: http://notherverse.com/ - I take care of legal, networking, accounting, marketing and development responsibilities - I use Blender for modeling, Substance Painter for textures, and UE4 for the game engine - I'm experienced with video editing and use Adobe Premier Pro + After Effects - I enjoy grinding on weekdays and hitting the bars on weekends My strongest area is programming. I'm looking for designers and modelers. You don't need any experience at all in the VR space nor any VR hardware. I'm fully open to splitting ownership/profits/royalties based on contribution. Must have portfolio or something to illustrate experience level. Respond to this thread if interested. Thanks! Though I'm already working on a project, I'm open to working on something else that we're all enthusiastic about. Here's my current project, a VR mech game using UE4 (see progress at blog: http://notherverse.com/):
  21. Hello, my name is Jonathan, and I am the team leader of Mad Lion Studios. Ever since setting eyes on gameplay of the Xbox 360 launch title "Condemned: Criminal Origins", I have made it a goal to make a game with as gripping of a plot as it had, but expand upon the gameplay and take advantage of the graphics we can achieve today. Now I think it is time to find more members with the same hunger and drive to make a groundbreaking FPS psychological horror. We have assets in Unreal Engine and Unity but have not decided on one yet. So if you are interested, please contact me by email madlionstudios@gmail.com or Skype jboy77 from Michigan, USA.
  22. So after a long time I have perfected my Boids Zombie AI to the point where I am very-very happy with it. The problem I have now is that my zombies avoided buildings the same way they where moving away from each other, so VectorA - VectorB, now I want the AI to be aware of the buildings and things that is in my Unreal levels. How would I go about this? It looks like I should be using Unreal's AI tools and rebuild my AI into it. The other option I have is to use Unreal's NavMesh and use my boids calculation to find the target location then use it as a input for the AIMoveTo function. How would AI programmers normally work there custom AI into the engine?
  23. Looking for someone to aid in writing a narrative script for a narrative-driven video game. -Open to all kinds of writing styles at the moment, looking to find a new innovative way to tell a story through gameplay. The writer should be able to convey emotions strongly through dialogue and conversation. -The basic plot has already been created. Just looking for help in writing the script. -All ideas and input will be deeply appreciated and credit will be distributed accordingly. -game: Slice of life, adventure, first person, rich atmosphere. -the game doesn't involve much mystery. It's largely about unfolding emotions and feelings between two members of a family as time goes on. Major details cannot be revealed yet. This will be an indie release. Warning to anyone looking at this as a serious Job opportunity, this is only a side hobby project, time and patience will be required. Contact: sehanshetty_10@yahoo.com
  24. A quick reminder about the incredible Christmas Deal : Hey Guys. I recently created my own Sound FX website where I sell my sound effects (obviously), rather than other platforms who take a huge chunk of the benefits. And for Christmas I decided to offer a huge gift ! Here is a 3 album pack of my 3 best sellers for only $ 9,99 instead of $ 90. But it is only available until December the 31st, and there won't be another deal like this one before a long time. Click here to check it out now ! Take advantage of this great deal and get over 500 tracks and Loops for over 2,3 GB of files in 48Khz / 24bit High Definition Audio. Learn more about the 3 albums included in that unbelievable deal: Monsters Album Guns & Explosions Album Underground Atmospheres Album I am waiting for your visit at OGsoundFX.com and I we wish you a Merry Christmas and a Happy New Year ! Olivier Girardot
  25. Title: Heroes & Legends Style: MMO & RPG Required Knowledge: Blender, Make Human, Krita, Gimp, PixPlant Stage: Content Creation Description I am breaking this down in to a piece by piece team building effort. I need artists. I am a software engineer by profession. I have spent a few years working on modeling, character design, item design. Currently I am working on a Human with detailed rigging. There are format rules, and you must understand unreal units. 1 unit = 1 centimeter. The start out of the human is 5'6. The character rig is very detailed and will be assembled in Unreal according to specific format guidelines so you must be capable of disseminating the format for skeletal structures I am producing so when this is on Unreal Store we can continue to expand and implement content. I need texture artists, concept artists. Here are some benefits I will be providing. Access to pluralsight.com. I will be providing access to unlimited current books. I will be providing the basic sounds, basic server, and GitHub repositories. If you have imagination and want to contribute to something astounding for the modern day PC, then please, contact me and lets start this. In the long term, on completion of the project, the company will be moving to a focus on military combat simulations similar to Janes years back. So you must be willing to stick with the team in the long term once we move our creations, like world generation, GIS, character creation to strategic combat simulators. This is just a stepping stone. This will be featuring music scores from Versus, and Ivan Torrent paid for up front and sounds from Audio Block. If your interested in what Versus Produces for music, go here: https://www.youtube.com/user/VersusMusicOfficial To give you guys a feel for where I am at in the character development process and the flow, please view the images attached. This game is for the more modern PC, Windows and Linux. The detail of the skeleton is going to reflect capabilities for really extreme motion graphics. The level of detail and character modeling, I am hoping will exceed most current fantasy games. Please look at the right of the image where I have expanded to skeletal structure so you can view the layout of skeletons in their parent relationship and how I am using a format description. if you think you can do this, then please, reply and send me a PM. A little warning, if you can't handle adult themes similar to The Witcher, then this is probably not for you. There is going to be alcohol, drugs, sex, in this game. So be prepared for high definition work.
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