After discovering UE4 I have been integrating all the content I have been making for the past year into a series of video game levels. This is bringing me closer to my ultimate goal of one day developing a game about planetary exploration. Right now my next step would be delving into animation. If any animators are interested in working with me to make some of this stuff move let me know! My email is tsmith3d@gmail.com These screenshots are straight out of the engine save for a paint daubs filter in Photoshop, but that is it. Right now this is all still in a very rough early state so hopefully I can be posting updates on this content soon.
Saw this in WAYWO and it blew me away. My question about your clouds/mist still stands, I want to know how you're doing it because it adds so much to your scenes.
Saw this in WAYWO and it blew me away. My question about your clouds/mist still stands, I want to know how you're doing it because it adds so much to your scenes.
this does look awesome, check out the last bit of the video, looks like the clouds are actually pretty flat?
Thanks for all the wonderful feedback guys! Right now I'm sorting my priorities and will start working on more mechanical assets like a ships, rovers, probes etc. unfortunately all my mech stuff is made with a zbrush pipeline so it might be a while until I have something game ready. As far as the clouds it is very smoke and mirrors right now, I'm working on getting rid of skybox planes and integrating some of ue4's amazing particle systems to fix that:)
The texture map is just a series of vertical ribbons tiled with an alpha. To get the spirals I just take a default sphere in maya and use non linear deformations to bend and twist it into a shape I like. I can also rotate and scale the uv shell of the sphere to get more results.
I have been working on a rover/bike like vehicle today. I was thinking of doing a high poly tile texture vertex paint workflow on a 200k "ish" mesh. However I'm having a big problem where the ue4 vertex mesh painting is very slow and unresponsive. If anybody has any insight on why this might be please let me know. Because of this I might just bake it the old fashioned way. Need to add some decals and color to this as well.
Might just be slow because it's not really intended for 200k poly meshes. Maybe break it into smaller pieces and put it back together in-engine.
If you really need to, you can try importing it with the vertex colors painted in whatever software you're using. The material should be able to still read and use it anyway.
Made some more rock formations last night, this is a large rotatable object of about 19,000 tris. I'm going to start to build a hard surface library in order to start producing rovers, ships and probes more efficiently:)
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This is so fucking cool, like it makes me reaaaaally want to play a video game with these visuals inspired or based on "Expedition"/"Alien Planet"
Great job so far, keep it up :thumbup:
Love your work man, keep working on it, we're certainly all giddy for it
I'd love some kind of fake-trailer with all this. Would be amazing.
this does look awesome, check out the last bit of the video, looks like the clouds are actually pretty flat?
Pro-Tip : For a fullscreen viewport in UE4, hit F11
I wish you all the best to get this game done!
I love the idea of planet exploration and your screenshots look amazing !!!
We stay tune;)
Keep it up.
I love the composition of your shots. Also the atmospherics!
If you really need to, you can try importing it with the vertex colors painted in whatever software you're using. The material should be able to still read and use it anyway.
Well, that was the first thing that came to mind when I saw the images on the first page so even if it's not Riddick, this work looks incredible.
Thanks for sharing these - subscribing to this thread to follow along.