Yea, that is pretty much it. But I did not write any shader code, it is all done inside the node based shader editor of the UDK. That looks pretty cool! I experimented with something similar recently, here I animated decimation: http://i.imgur.com/uy0euwz.gif The other food is now also alive, this is for the horses:
It's a game that I've always wanted play but an physically accurate long range shooting sim isn't exactly a main stream product. I was trying to code it UDK but I'm not much of a programmer so I wasn't getting very far. When UE4 came out with that awesome Blue Print system, I started playing with it and before I knew it I…
Learning PBR and Substance. Very basic and procedural first texture pass, using the standard substance nodes (it's on my to buy list for sure now, love it). Really really want to learn how to make custom materials but I'm dumb as shit when it comes to technical stuff :(
I just finished texturing the lowpoly and put it in Unreal 4. The way Unreal renders materials is stunning, considering I just put in the basic diffuse, normal and specular and 2 constant nodes for metallic + roughness. I can't wait until someone makes a game that really uses all the features. On Topic: I feel this gun…
Thx, it is all in the UE3 material system, no other code, no matinee or anything. Even that fade on the cloud that looks like from a light is made with a distance ramp fade in the shader.
It's decent. The stock materials are a bit poor and there is no shader editor but you can very easily plug in your own hlsl code and map it to objects.