Search the Community

Showing results for tags 'Unreal'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • News

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • Audio Jobs
  • Business Jobs
  • Game Design Jobs
  • Programming Jobs
  • Visual Arts Jobs

Categories

  • GameDev Unboxed

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Topical
    • Virtual and Augmented Reality
    • News
  • Community
    • GameDev Challenges
    • For Beginners
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams

Blogs

There are no results to display.

There are no results to display.

Marker Groups

  • Members

Group


About Me


Website


Industry Role


Twitter


Github


Twitch


Steam

Found 191 results

  1. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  2. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  3. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  4. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  5. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  6. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  7. Screenshot_1

    From the album 3rd Person shooter

    This is some fotages of enemies for my first game project. I used 3ds Max to model them, substance painter for PBR texturing, Marmoset for rendering. Probably this is he first version of them but not the last.
  8. Udemy Course Sale

    I just saw their courses were knocked down to $10 each and figured I'd share the info here. They have stuff for Unity, Unreal, drawing, business, etc. I haven't used their stuff before, but the previews I looked at seemed pretty good and there is a user review system as well. https://www.udemy.com/courses/search/?q=Unity&src=ukw - Eck
  9. This tutorial will give a step-by-step guide for creating Trello cards from inside a running Unreal Engine 4 project. While you can use this for just about anything you can think of, I personally use this as a way for my players to post bugs from inside the game. If you're not familiar with Trello, I highly suggest you check it out. It's a great tool for project management and organization. It should go without saying, but you're going to need an account on Trello in order to make any progress here. I also want to mention at this point that this will be a C++ tutorial. Without some form of additional plug-in or other engine modification, you can't make the needed HTTP Request calls. Also, setting this up will assuming you know how to add input mappings and have worked with Widgets a bit. Note: This was created UE4 4.17. This article was originally published Ding! Games. We're going to start simple, but I'll talk about a few ideas for adding in some variance toward the bottom. Part I: Trello We're going to start by going through some steps to authorize access to your Trello account and get the information we need in order to post new cards onto the board of your choice. In the end, we're looking to make an HTTP request to Trello that looks something like this (the italicized parts surrounded by {} are what you'll end up replacing with your own values). https://api.trello.com/1/cards?key={Your+key}&token={yourtoken}&name={New+card+name}&desc={New+card+description}&idLavels={Label}&idList={list} Step 1: Key The first thing to do is generate a key with your Trello account. This will let you start to get the rest of the required items. While logged into Trello, go to the following link: https://trello.com/app-key Step 2: Token The next step is to authorize write access. Copy the below address, but replace {Your+Key} with the key you got from Step 1 (make sure you take out the {} as well). https://trello.com/1/authorize?key={Your+Key}&scope=read%2Cwrite&name=My+Application&expiration=never&response_type=token Step 3: Board Id Now you need to get the id of the actual board you want your cards to get posted to. Use the following link (no modifications needed): https://trello.com/1/members/me/boards?fields=name Exactly how this looks will depend on which Web Browser you're using. For example, Chrome will just spit out all of the text without organizing it at all, while Firefox will sort and color the data for you. Either one is fine, just look for the long string of alpha-numeric characters right after the name of the board you're specifically looking for. This id isn't actually needed in the HTTP request line, but you need it to get the next two ids... Step 4: List Next up, the list within the board you want the cards to post to. As before copy the below, but replace the board id with the id you got from Step 3. https://api.trello.com/1/boards/{board+id}/lists Again, how it breaks it out will be determined by what Web Browser you're using. This is where using something like Firefox will make it a lot easier to pick out the exact one you're looking for. This time, the id (not the pos) you need is before the name of the list you want to post to. Also, make sure you don't inadvertently copy the board id again. Just one more... Step 5: Label Last, but not least, is the label you want put on the card itself when it gets posted. This should be getting familiar, replace the board id in the address with your own. https://api.trello.com/1/boards/{board+id}/labels As with step 4, this can be a bit messy if your browser doesn't break it out for you, but you should be getting the hang of it by name. Grab the id (first entry per set) for the color you want your bards to post as. Okay, hopefully you copied all those ids down somewhere, because you're going to need them for the next part, actually writing out the code. Part II: C++ Code Now that we've got all of the various ids that we need, it's time to dive into doing some code. Step 1: HTTP Module First up, we need to make a small edit to the build file, and include the HTTP module. public class Zeus : ModuleRules { public Zeus(ReadOnlyTargetRules Target) : base(Target) { PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HTTP" }); PrivateDependencyModuleNames.AddRange(new string[] { }); } } Step 2: Header Definition Now, on to the actual implementation. I added my logic in the Game Mode, but you can actually put it just about anywhere you want. I'm also going to show a very simplistic setup, although I'll give some ideas on how to expand upon it at the bottom. #pragma once #include "ZeusFunctionLibrary.h" #include "StandardPlayerController.h" #include "Http.h" #include "GameFramework/GameMode.h" #include "ZeusGameMode.generated.h" UCLASS() class ZEUS_API AZeusGameMode : public AGameMode { GENERATED_BODY() public: AZeusGameMode(); /** Used to report a bug */ UFUNCTION(BlueprintCallable, Category = "Trello") void ReportBug(FString Name, FString Description); UFUNCTION(BlueprintImplementableEvent, Category = "Trello") void ReportBugComplete(bool bWasSuccessful); private: void OnReportBugComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful); }; There are three functions defined in the above code: ReportBug: My goal is to have bugs reported from the game's GUI, so I wanted to be able to have the actual reporting of the bug called from blueprints. This function is passing the Name of the bug, and the full description (both entered by the player). You can modify this as you see fit. ReportBugComplete: This is implemented more for testing purposed. It's used to push the result of the bug submission back up to Blueprints to be handled. You can modify this as desired, or just remove it entirely. OnReportBugComplete: This is the function that gets automatically called after your HTTP request is processed. As such, it has to stay as is. Now to the best part, submitting the card! Step 3: Implementation Here's the code: #include "Zeus.h" #include "ZeusGameMode.h" const FString TrelloCards = "https://api.trello.com/1/cards?"; const FString Key = "1234567890abcdefghijklmnopqrstuv"; const FString Token = "123456789abcdefghijklmnopqrstuvwxyz123456789abcdefghijklmnopqrst"; const FString Label = "123456789abcdefghijklmno"; const FString List = "123456789abcdefghijklmno"; AZeusGameMode::AZeusGameMode() { // Nothing extra needed in the constructor for this } void AZeusGameMode::ReportBug(FString Name, FString Description) { TSharedRef Request = FHttpModule::Get().CreateRequest(); Request->SetVerb("POST"); //Replace all the spaces with + Name = Name.Replace(TEXT(" "), TEXT("+")); Description = Description.Replace(TEXT(" "), TEXT("+")); //Construct the HTTP url FString URL = TrelloCards + "key=" + Key + "&token=" + Token + "&name=" + Name + "&desc=" + Description + "+(V:+" + UZeusFunctionLibrary::GetProjectVersion() + ")" + "&idList=" + List + "&idLabels=" + Label; // Set the built URL Request->SetURL(URL); // Bind OnReportBugComplete() to be called once the request is complete Request->OnProcessRequestComplete().BindUObject(this, &AZeusGameMode::OnReportBugComplete); // Process the request Request->ProcessRequest(); } void AZeusGameMode::OnReportBugComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful) { // Calls up to a Blueprint implemented event ReportBugComplete(bWasSuccessful); } All of the logic takes place in the ReportBug function, essentially going through the following steps: Create the request and set it to POST (This is an HTTP protocol thing) Change all of the spaces to + (Another HTTP protocol thing) Build out the full string to be reported, using the model I posted way up top. Note that I have a function in there that adds on the current project version to the description. This is very handy for tracking bugs, as you really want to know what version someone is playing, without having to worry about them typing it in themselves somwhere. Set the built URL against the Request, bind the OnReportBugComplete() function and then process the request. That's it for the code level. This alone gives you a good bit of freedom for what to do, but I'll show you a simple implementation at the Blueprint level next. Phase 3: Blueprints Step 1: Widget First, lets build out our Widget that the player will actually use to input their bug: I was looking for functional when I threw this together, not pretty. It's an extremely simplistic Widget, with some texts boxes for the user to input a title and description of the bug, and then either Submit, or Cancel. The buttons have the following attached to their respective OnClick() events: Submit: Cancel: Step 2: Input Mapping Under project Settings->Input, we want to add an action mapping to start of this whole series of events: Step 3: Report Bug Event Last, but not least, we need to fill out the logic for when the user actually presses F12. I put this in the Blueprinted version of my Player Controller, but you can put this in anything that receives user input: A couple of things to note here is that I automatically take a screenshot and pause the game. Neither or required, but I find both to be handy. Conclusion And there you have it! While running, you should now be able to press F12, create a bug report and submit it to Trello, where it should appear almost instantly. Now, as I mentioned earlier, this is a rather straightforward approach that has the potential for expansion. For example, as it stands, the Board, List and Labels are currently hard coded values, meaning that you always post to the same place with the same label marking it. You could expand upon that by putting in a drop-down for the play to choose how critical of a bug they found, passing that as a variable down to the ReportBug() method (such as in the form of an enum), which you could then use to select which label gets attached. You could also let the player submit recommendations or feedback in addition to bug reports, which could result in the cards being posted to a different list, or completely different board. The variations are endless, but ultimately, anything that lets the player quickly provide some form of feedback without having to leave the game or do something else is ideal. Hopefully you don't have any trouble getting any of the above implemented, but if you do, please feel free to post your questions, and I'll see what I can do. Best of luck! Shawn Shawn is the Designer/Developer at Ding! Games. They are currently working on a game code-named Zeus, a RPG Action/Puzzle game. For more great articles or to get the latest news bout game development, visit them at their site.
  10. XRay is a gpu renderer for interior rendering. we can edit scene and material in unreal engine3/unreal engine4/unity 3d. and rendering it in xray. there are some problem with this render: 1)how to build a bvh or kd-tree on gpu? 2)how to accelerate memory reading when traverse bvh/kd-tree? email:yjlh1234@sina.com there is a video show interactive rendering.
  11. Low-poly Neo Gothic Fireplace

    • Albedo map 1024 px, • Tangent normal map 1024 px, • Specular map 1024 px, • Glossiness map 1024 px.• Fireplace mesh : 276 tris • Grate : 976 tris Details here.
  12. Project Valiant

    Project Valiant About the Game: Project Valiant (Name not final) would be a semi open world rpg in a fantasy/steampunk setting. It would be mostly story driven, but with action elements. The dev team would be very open for input, and people would be able to suggest things they’d like to see in the game. The game would be built in Unreal Engine 4, but would have a nice anime-like art style instead of focusing on ultra realistic graphics. I want this to be a community based project, meaning that I want people’s input on what they think should be added. A Bit About Me and Other Important Stuff: I am a 17 year old modeler and developer from California. I’ve picked up many talents, but I am best at environment and object modeling. I’ve always wanted to make my own game, but never really had the means to do so. This project would be mostly a casual one, but if enough people support it and everything goes well, we will probably become an official project. All game assets and such will be made by the dev team (no buying pre made stuff), and we would give frequent updates on the game’s progress. Instead of branching out and trying to do everything at once, we would focus on specific areas of the game one at a time, give people an update, and see what they think of it before moving on. If enough people support this and help flesh it out, I will make a kickstarter page so we can pay developers. We would need environment and object modelers (other than me), character designers, artists, animators, coders, sound designers, and voice actors for a proper team. Q & A: How can I help right now? Suggest some ideas in the discord, and help flesh out the concept. If you have any of the skills mentioned before, and want to help, join our discord (Our Discord) or email me (garret2kool@gmail.com). Pay? In case you missed the part about this, I’ll say it again: This is a more casual project, rather than a professional game right now. If this goes well, I will make an official thread in the proper forum, but consider it a hobby project for now. I do however plan on eventually making it an actual project with paid devs. If enough people support this and we have devs saying that they want to work on it, I will put up a kickstarter page to fund its development. Why is it called Project Valiant? It was the best name I could think of at the time, it’s not final If you want to suggest something, please do so in the discord channel. I highly encourage your input, as I want to know what mechanics people would want in a game like this.
  13. Hello everyone,I am happy to introduce you the FPS project I am working on with 2 of my friends: Warcry: ExterminationWe have been working on it for a few years now, and decided to move to Unreal Engine about a year ago, to finalize our prototype.The game is an old school FPS, somewhere between quake and Serious Sam, unforgiving like Dark Souls and in Dungeon like environments, that will maybe remind you Skyrim a bit.As for any good FPS out there, the main focus is on combat, however, we haven’t neglected exploration, platforms, traps and puzzles neither! The levels can be explored freely, with many secret locations to discover.In Warcry: Extermination, you will also be able to upgrade your weapons and acquire new powers, such as Dash, Hologram or even Slow motion. I will tell you more about it later !And here is how it looks in Unreal Engine 4 : We should be able to show you more next week!
  14. hello guys! We are a group of Programmer, Artist, Sound Engineer, Writer, 3D artist and animator. We are looking for Writers to help with the story creation, Programmers (c++ and UE4 blueprints its fine), also Level designer and designer in general to help our Artist! If you have any interest comment below! (Ps no profit, atm)
  15. Hi, I released my first game for mobile and tablet, Asteroid Challenge, which is a simple but difficult arcade space shooter where you must repair your spaceship in order to escape an asteroid galaxy. Here is the challenge, to try to escape. Will you be able to escape? I would really appreciate any kind of feedback, ideas or comments so I can learn more! Thanks a lot for your time! Videos Trailer - http://www.youtube.com/watch?v=gicAFhzAVi4 In game Tutorial - http://www.youtube.com/watch?v=YwHAnKJMJW8 Google and Apple Store links Google Play Store - http://play.google.com/store/apps/details?id=es.molabs.TotalAsteroidDefense&pcampaignid=MKT-Other-global-all-co-prtnr-py-PartBadge-Mar2515-1 Apple App Store - http://itunes.apple.com/us/app/asteroid-challenge/id1254985414?mt=8 Some screenshots Destroy asteroids! - http://press.pavostudios.com/asteroid_challenge/images/screenshot-5.png Using the energy shield - http://press.pavostudios.com/asteroid_challenge/images/screenshot-4.png Blasting energy - http://press.pavostudios.com/asteroid_challenge/images/screenshot-3.png
  16. Hey guys. We are a groupe of students/graduates trying to build our portfilios by creating a short action game (DMC/God of war like) with a unique take on close combat. The game will be set in an arabian / oriental universe kinda similar to Prince of Persia universe and it will be developed in Unreal engine 4 . We are currently a Programmer and 2 artists and looking for great additions to our team and we are looking for . An Animator to create combat animations. a Programmer to help in the gameplay (C++ or Blueprints). a 3D Character artist preferably knows UE4 if you got some skills in one of these areas and willing to take part in this team you then email me at : achrafgarai@hotmail.com
  17. Zeus: A Puzzling Action Adventure RPG

    Zeus. The code name for the latest game I'm working on. It's going to be an adventure, puzzle, action RPG... and yes, I know that's a mouthful. The game is drawing a lot of inspiration from the old-school Quest for Glory series by Sierra. If you're not familiar with the series, imagine King's Quest, but with combat. If you're not familiar with that either, think of a point-and-click adventure game (like those made by Telltale games), but with less pointing and clicking and more top-down/third-person controls. Add to that role-playing game stats and combat and it starts to paint a picture of what we're making. If you still don't know what I'm talking about, then I've got a new game for you to try out! You take the role of a newly raised skeleton and after selecting a specialty (warrior, rogue or mage), you quickly get caught up in the politics of the land. You'll have to use all the skills at your disposal to overcome a number of challenges and prevail, likely (and hopefully!) with much hilarity in the process. Moving on. Although I took a good bit of time off from game development recently to finish my degree, I dove back in with a vengeance a little over a month ago, and I've made a lot of great progress. I've got a lot of the out-of-combat systems set up, such as inventory management, and intractable objects. I'm pretty happy with how the switching camera worked out: I also finished an initial prototype of the game's combat system. Although I had to work out a few AI bugs in the process: I didn't intend for this to be a horror game! Luckily, I got all the initial bugs worked out, and sent out the prototype to a few friends to try and break...and provide some feedback. For those interested more in the development side of things, I'm making the game in Unreal Engine 4, which is simply an amazing engine. Also of interest is that 100% of the character and environmental assets for the game are being purchased from the Unreal Marketplace. There's a lot of amazing content there (such as the Skeleton and Ratkin you can see in the image above). While this is limiting in some ways (nothing truly custom), there's a lot of great stuff in the marketplace that we can work with. I can honestly say that this is the most excited I've been about any of the projects we've worked on, including the games we've published, as well as the projects we've had to scrap. I'm looking forward to sharing more as we move forward. Shawn This article was originally published at Ding! Games. Shawn Greer is the lead designer and developer at Ding! Games. He's currently working on a project code-named Zeus, a puzzle RPG game for PC For more articles like this or to see more information, please visit their site.
  18. I need a lessons

    Welcome everyone! Some questions have arisen, I would like to ask for your help. Modular video game modeling. My 1st question: I created the wall models, from multiple elements. Can i erase any non visible faces? (nonmanfold objects) can cause this problem? light calculation for example. My second question. isometric sci-fi tactical rpg I do not plan hostile hordes at one time. 5 - 10 enemy max. more polygon resources remain. I have a wall element that has 3k tri polygons that are 1.8k tri polygons, is not that too much? For Thx everyone and sry for english
  19. Good Afternoon all, I am looking for unity programmers, 3d artist/ animator, and 2d artist for a game Idea I have. I have a determined team wanting to make the idea that i have but we need a bit more devs then we will be in the clear to start, if we make money at the start we will obviously cut you guys appropriate amount at that occasion. We have many ideas right now and we have playermodels and many more i will show you an example of our work discord https://discord.gg/b2teN3m
  20. Unreal Earth - Frontiers

    Personal Details I carry one P.H.D. in computer science. I hold disciplines in Math, Physics and Quantum Mechanics. I worked in the military as a Battlefield Network Technician, with machine language programming on military equipment. I have studied 3D Computer Programming since the early days of WinG, before DirectX. I have programmed for 20 years in C/C++, Java, Basic, Cobol, Pascal, and Assembly. I know ASP, PHP, HTML, DHTML, JavaEE. I work with Windows and Unix Based operating systems. Ubuntu is currently my main OS for development. I have worked on and off as a D.O.D. contractor, computer hardware technician and have developed a library called Labworks which is a science and 3D Engineering Library. I have pioneered the not so popular Omicron point theory in Quantum Mechanics, been to CERN and have seen and worked with the particle collider. I have done work pioneering new space technologies, including theoretical work resolving antimatter creation, stabilization and efficiency. My life long ambition has been to create a 3D game and I believe now the technology exists to accomplish the vision I have of realistic, all out simulator. Earth - Frontiers This is a futuristic space and planet simulation. The player will assume any number of roles from fighter pilot to captain as they fly, drive, sail, and command the most advanced technology in the future. Fly the SASF-110A from Earth to Space as you interact with the onboard computer systems in a virtual cockpit. Gain rank in the Terran Confederation and take command of Earth's largest ships, from water carriers to space carriers. Be a marine, and fight ground battles on various planets, once you get dropped from space. Be part of the crew on the mightiest capital ships in the known galaxy, or specialize in science, or engineering. Programmers I require at least 4 to 6 programmers willing to dedicate at least 16 hours each week to working on this project. Programmers must have knowledge of Unreal, C++, and be familiar with the development cycle. A good knowledge of physics, aero dynamics, thermal dynamics, or at least college level basics. Must have some knowledge of procedural rendering and knowledge of GIS for Earth simulation. Artists I need at least 6 artists that can produce art in Blender to scale in Unreal. I have enclosed the SASF-110A pictures I have so far. The example would be, the SASF is 38.6 FT in length, and has a wing space of 44 FT converted to centimeters for Unreal. The cockpit is life size, and will fit computer consoles, dashes, switches, and a cockpit chair with a life size fighter pilot. Models will be broken down into components to allow for development of other fighter classes. Life size bay doors, for life size gears. All artists must have a through understanding of Blender, Painting, Texturing, and developing the models for Unreal Engine. Character creation is a must also, for development of custom characters in game. Sound Developers I personally am not familiar with sound development on pc, or in studio productions. However, I do require a few sound developers who can create the sounds of engines, weapons, explosions, air, music, voices and more. I am looking for at least 3 to 5 sound developers. Project Details This is a long term project. While I do carry an EIN for my company, I am looking to partner. Anyone that joins up and gets on board for the long haul will be considered a business partner. Will do legal documentation to affirm partnership or incorporation. This is the initial game, and will continue to be developed and expanded on. This will include, multiplayer, and head motion interaction with future plans for VR. Don't expect less than a 2 year development length.
  21. Epic Games’ Unreal Engine Enterprise team will be at Autodesk University (AU) revealing the latest developments to the Datasmith workflow toolbox for experiencing design. Datasmith provides a frictionless import of CAD data from over 20 CAD/DCC sources, including Autodesk 3ds Max, into Unreal Engine. Datasmith demos will be presented throughout AU, November 14-16, in booth A211 at the Venetian Hotel in Las Vegas, NV. Real-time engines allow customers in design, engineering and construction to experience a virtual prototype of their design intent. Datasmith, currently available in a beta release, focuses on breaking down the barrier to exploring interactive 3D experiences for architecture and design. Bringing non-game data into Unreal Engine is now faster and more seamless, with Datasmith automating many manual processes, such as setup of lightmap UVs and conversion of materials. “Datasmith’s biggest advantage is its ability to bring in objects, add lightmap UVs and generate working materials with minimal cleanup. This has cut our time to around 60%. Datasmith is definitely proving to be a game changer,” said Austin Reed, 3D Visualization Team Lead, HNTB Corporation. In just three months, over 7,000 people from over 4,000 companies have registered for the Datasmith beta. Visit Unrealengine.com/beta for a chance to participate in the Datasmith beta. During AU, Epic Games’ Unreal Engine Enterprise team will host “Epic Conversations” where a panel of individuals from Harley Davidson, HOK, Soluis and Steelcase will discuss how Unreal Engine is radically transforming their creative workflows. Unreal Engine brings new forms of visual communication to these markets by incorporating interactivity and real-time production technology adapted from the game development industry. For more information, visit unrealengine.com/enterprise.
  22. Epic Games’ Unreal Engine Enterprise team will be at Autodesk University (AU) revealing the latest developments to the Datasmith workflow toolbox for experiencing design. Datasmith provides a frictionless import of CAD data from over 20 CAD/DCC sources, including Autodesk 3ds Max, into Unreal Engine. Datasmith demos will be presented throughout AU, November 14-16, in booth A211 at the Venetian Hotel in Las Vegas, NV. Real-time engines allow customers in design, engineering and construction to experience a virtual prototype of their design intent. Datasmith, currently available in a beta release, focuses on breaking down the barrier to exploring interactive 3D experiences for architecture and design. Bringing non-game data into Unreal Engine is now faster and more seamless, with Datasmith automating many manual processes, such as setup of lightmap UVs and conversion of materials. “Datasmith’s biggest advantage is its ability to bring in objects, add lightmap UVs and generate working materials with minimal cleanup. This has cut our time to around 60%. Datasmith is definitely proving to be a game changer,” said Austin Reed, 3D Visualization Team Lead, HNTB Corporation. In just three months, over 7,000 people from over 4,000 companies have registered for the Datasmith beta. Visit Unrealengine.com/beta for a chance to participate in the Datasmith beta. During AU, Epic Games’ Unreal Engine Enterprise team will host “Epic Conversations” where a panel of individuals from Harley Davidson, HOK, Soluis and Steelcase will discuss how Unreal Engine is radically transforming their creative workflows. Unreal Engine brings new forms of visual communication to these markets by incorporating interactivity and real-time production technology adapted from the game development industry. For more information, visit unrealengine.com/enterprise. View full story
  23. The #coloredWoman video is out!

    Finally, the #coloredWoman video is released!! Watch it now on YouTube!! Be careful, the video is BIZARRE!!
  24. At the moment I'm working on the game "project genom." I implement assault mech control. [Assault Mech "Rouge" video 1] [Assault Mech "Rouge" video 2]
  25. Hello again everybody I posted on here about a month ago about looking for a group of people to build a mobile moba with me. I have since come up with some character ideas and Creations and recruited a couple people to check it out as well I am still looking for game developers Skinner's modders animators basically people to help me put the game mechanics together willing to split all royalties still trying to decide which game engine to use Weatherby unreal 4 or Unity or something like that but since my last post I have built the website I put about 3 hours until tonight and finally felt okay enough with it to stop just kind of reaching out again to show my devotion and seriousness in this and I will follow it through to the end if I have to figure out how to do everything myself but please feel free to stop by and check out what I have done so far at the website I have not posted any of my ideas because I feel they are truly unique enough to blow up and be big in the market please feel free to contact me my website is aofgaming.com