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Showing posts from January, 2019

Atlantis Project 1 References Work In Progress

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I am using the Images below as a reference to create an Atlantis game level in Unreal Engine. My goal is to create 2 Temple areas with a city*. Though one of the Temples has been abandoned and has also been collapsed. I will add some sketches below these pictures soon. (With Text)   This is my Gray Box Area where I plan to place things. As I said above there are 2 main areas. Plans Old Temple (Greek Style Outside Entrance/ Columns?) New Temple Dead Area: Small amount of fish, ocean life, etc. Town/City Area  Starting Area- Cave Area Trigger/ Access to next area Inside New Temple Small area that looks like the 4th reference picture with the column circle More References Coming Soon... Below is what I have currently worked on. (Video - Play through) I still have a lot to do in order to finish this project. Update [Video has a bit of lag]  Update 2/14/19 Video ...

Unreal Essential Training (2016) Tutorial Blog Final Part

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Packaging Your Game There are multiple supported platforms. Overview mostly.... Play-test your game: Packaging for Distribution: To package project I first have to go to File and go to Package Project and select packaging settings. Here I adjust anything that needs to be adjusted. Then I go to supported platforms and select Windows then go to Maps & Modes and confirm the actual scene. After that I select File again and go to package Project and set it to ship. then I have to set what kind of package I want to pack to. (Windows 32-bit) and that is all Completed 8:30pm 1/29/19

Unreal Essential Training (2016) Tutorial Blog Part 13

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Performance Monitoring Playback & Performance settings: Tips for optimal performances: Keep # of objects elements minimized & combine models Limit hard-edged objects More deformation = higher processing cost ( Including Morphs ) Use Lower texture resolution results - faster materials Smoother Texture transitions (zooms) Simplify materials Fastest-opaque materials Keep functions simple ( multiply, add, and subtract) Minimize Tessellation Rendering Visualizers: [Feedback] Mentions Bloom Depth of Field Layers HDR Motion Blur and much more GPU Profiling: (Hot-Key = CTRL + Shift + , to open the GPU Visualizer) In the tutorial videos there isn't any work being done. The tutorial at this point is being informative. Mentions (Content Browser, Project Settings - Will give info about the scene, Performance, Viewport Playback, and turning off specific particles and other things)

Unreal Essential Training (2016) Tutorial Blog Part 12

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Matinee: Creating Cinematics Intro to Matinee: Not much is being done in this part it just talks about some basics in Matinee and where its located. (Video) Shows a complete Cinematic before I start. The Matinee UI: This part is shows more in depth of the Matinee User Interface. In one part of the video it explains what the director tab does and how its mainly going to be used to transition between all the cameras I set for the Cinematic and in the end the director track will be my final cinematic. (Video) Using Camera Groups in Matinee: In this part of the tutorial I am now starting to create the cinematic for the scene. When ever a Matinee is placed it will be displayed in the view port. It does not matter where the icon is placed as it doesn't affect anything. I will be working in the tracks part of the Matinee first. After This I just select where I want the camera and key frame it. Below are 2 pictures and show 2 different key frames. Using the D...

Unreal Essential Training (2016) Tutorial Blog Part 11

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Blueprints: Visual Scripting in Unreal Engine 4 Introduction to Blueprints : Just a quick intro to blueprints not much is being done. Blueprint Editor : Here i will be using the blueprint editor to work on the light house light (so I can add animation to it) Before anything is done this part of  the tutorial still shows what the blueprint editor is all about where each thing in the editor is. (the video below just shows some things, but nothing is being done until the next video) The event graph is better to work with animation. Blueprint animation : Lighthouse light: Here I am now going to start creating the lighthouse animation. So first I select the blueprint that was created before then I will be working in the editor. (Compiling is very important)  By adding a AddLocalRotation and a Event Tick the lights from the light house will be animated. After I am done with the animation I have to click compile so I can add it to the light house

Unreal Essential Training (2016) Tutorial Blog Part 10

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Look Developments: Effects Creating Atmospherics:  In the tutorial It talks about what the Foliage Tab does. The Foliage Tab should allow to use an object and paint it around (Flood the area with that object). The Video Below just shows me using the Foliage Tool to add grass and trees. Creating Ambient Wind: Here I am going to add ambient wind effects. Here I used the Material Editor to make the material have a wind effect. I added these (Picture) to make it move and there is also a video. ( There will be 2 Videos but on the first one it just shows me using the material editor as I said in the summary) Then in the other part of the video I am doing the same thing like I did with the grass except I will be adding it to the tree. It was the same process just like the grass. Creating Ambient Particles: Fog: For this part of the tutorial I am learning how to add Fog Ambient Particles for the scene i'm working on. (Pict...

Unreal Essential Training (2016) Tutorial Blog Part 9

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Look Development: Water Will mostly be a video, but I will also add some pictures Defining The Water Body:[Video & 2 Pictures] [Summary]  In the beginning of the tutorial I will have to use one of the environments provided. * The Water Planes environment that was provided came from the The Epic Game Launcher by getting it from the marketplace. * It gives a brief about what a Blueprint is which does a Visual Scripting or assemblage of a material. Then I click and drag the blueprint into the scene. After That I added the Water inside the scene and I had to adjust the scale and much more which is shown in the video (3:20 - to the end) Advanced Material: Water:[Video & Pictures] [Summary]   In the first part I have to remove the water that was provided and go to the Models folder and open Ocean_test. Then I adjust the size of the ocean_test. After I adjusted it I have to drag the material provided for the ocean to the Material tab and then op...

Unreal Essential Training (2016) Tutorial Blog Part 8

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Post-Process Effects      Anti-aliasing: Clearer view for Rendering a Game. (2 Picture to show a difference)      Kind of hard to tell, but pay attention to the edges or so. Tone Mapping:   Effects Lighting in a different way ( 2 Pictures ) *Located in Show under Post Processing effects* Can be used to effect the time of day the game takes. Adding a bloom effect: How to interact with the light reflecting, bouncing in the game. On this tutorial it works more on a vehicle. (2 Pictures to show the difference) *Located in the same area as tone mapping 2nd picture shows where.* Reflection on the window [ makes it look more realistic]   Lighting components:    Location & Video to show each one.