Hi! I’m a first-year game development student working on an Unreal Engine 5.6 project, and I’m trying to create a stylized portal shader inspired by Ratchet & Clank: Rift Apart . My goal is to achieve: * a glowing outer ring, * animated radial lines/filaments, * a deep inner portal/tunnel look, * subtle movement so it…
the stuff that's a bit more fleshed out looks pretty promising already. i assume you aren't allowed to talk about workflow changes from ue3 to ue4 and how you adapted - if there are any. i'll be watching this :)
Say a project was done in ue 4.24 and u want to open it in ue 4,16. Is there a way to do this? From my research online, this isn' t possible. So I am hoping maybe someone here might have a workaround or maybe a way it can be done?
I have changed my plans with this project and will not be making a skin system in UE5 as it would take too much time to both learn and make. Instead, I have decided to create a sort of "modular kit" with different variation of weapon parts. Only proper texturing and normal map skewing have to be handled before this is…
Today, I
finished first vehicle for my project “Stranger Worlds”. Vehicle’s codename
– Thor. During
development, I solved on of the biggest problem for me - how to make materials
for a complex asset with hundreds of parts and achieve a clean result. Before
that, I used two different approaches in texturing – unique…
Good luck! If you're using UE4 its in the world settings under environment color, and if you're using UE5 and Lumen then you just gotta get that bounce lighting looking good. A fog will also help your lights bounce and distribute through the environment. I'm looking forward to seeing more of your progress!
Hey Guys and Gals, I have been a long time reader but this is my first post: I was watching Jesse Cox play Uncharted 4 - sadly I don't currently have a PS4, so I can't play the game myself. I have to say, it's really amazing in pretty much every regard so big "good job" to all possible Uncharted 4 devs reading this. Anyway…