6/26/2014

Soldier Model Progress



So anyway. Made some progress. Guess what I made with 1396 Faces and 2792 Tris. Oh yeah, this suit. And the normals turned out good, so yeah, that's awesome.


7,688 Faces and 15,340 Tris

So here is the low poly mesh for the base armor. The Base Armor acts as exactly that, the basic set of equipment for the soldiers. On top of this goes an additional set of armor that define the specific class you choose as a player when you re-spawn. Like star wars battle front when you had different classes to pick from. same kind of idea here.


6/12/2014

UE4-GameProgress: Sizing Test

Small advances are important. I did some sizing experiments in order to find out how big to make objects in Maya so that they would be the correct size in the UE4 Engine. The answers are as follows.

Scale in Maya and UE4 are 1 to 1 in units. Meaning, something that is a scale of 1 x,y,z is one unit in the Engine. The red boxes in this picture are 256x256x256.

I found out that a character is about 192 units tall and about 64 units wide.

So that means a small "Palisade Fence" would be about 256 tall.
A "Stone Wall" that is not fortified (you can't walk on top of it) would be about 512 tall.
The wall of a "Fortress" would be about 1024 tall (you can walk around on top of it).
A City Wall would be about 2048.
A Castle wall about 3072.
A Citadel would be 4096.

With this knowledge, I can start building some things to scale and importing them to the engine.


The top of the stack of red cubes is 4096 total. One Cube is 256.

5/02/2014

UE4- Hourences

Hourences is an indie developer who made the game "The Ball" with UDK. Anyone who looked through the sample indie projects from the UDK website would remember it. Anyway, He also does UE4 tutorials and has been using the UE4 Engine for the last year. He charges for his tutorials though which sucks, but they seem to be pretty high quality as well. So it's hard to argue with that.

His website:
http://www.hourences.com/thesolusproject/

This is a video series of him covering how he is quickly and efficiently building his game world. These videos are freaking gold.

Video 1
http://youtu.be/rxM6QVwrzBg
Video 2
http://youtu.be/KDOhBMaa6Vs
Video 3
http://youtu.be/IXpyFxf66ac

4/30/2014

Ways that Unreal Engine 4 has blown my mind

This is going to be my running list of ways that UE4 is continuing to impress me. And to keep things fair, I will also include a section of things that have not impressed me. SO, lets get to it.

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+The user interface overall. Every aspect of the interface is better. You can see the influence of Maya in the various aspects of the Unreal Engine. There are some very useful features in Maya that makes working in it more efficient and friendly and a lot of those features have made their way here.

+The Content Browser overall. The interface has greatly been changed for the better. It's cleaner and easier to understand and use.

+There is now an easily accessed scene outline just like the one from Maya. It's essentially a list of everything in the scene which makes for locating small detail objects easy rather than losing track of assets randomly.

+The details panel of the user interface is like the channel box editor from Maya. It's all the extra information about an object in the level such as the location, scale, rotation, Material information, and anything else that applies to that object.

+Blue Prints in general =p

+Class Blue Prints: Build a prefabricated system of meshes, lights, and blueprint instructions, then drag and drop it as many times as you need into any level you are working on. Made a mistake and need to fix it? Open it like an Asset from the content browser and make any changes and it will update through out your game.

+Creating Comment Wraps for a section of the Blueprint, When you move the Comment Wrap you also move everything else inside of it as well.

+Physical based materials. The editor runs on a blueprint system which allows for fast editing. It's a cleaner but just as powerful system that Maya uses for its materials. In fact, the material editor understands the connections and networks when materials are imported with a mesh from Maya.

+The particle system in UE4 is extremely powerful.

+The lighting is absolutist outstanding. It updates fast and build times are reasonable even on my 2 year old machine. Very impressive.

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>And now the section about things that are very underwhelming (Or just whelmed) aspects that need improved.

-The builder brushes make my computer crash when I try making even simple edits to the edges or faces of the objects. Very frustrating when you are trying to prototype a level with builder brushes. Doesn't work out too well.




2/28/2014