I've applied the water planes material from Epic (lake one) as well as the automatic landscape material to my drone game prototype. Both the water and the landscape material required some tweaking. But this was easy to do after carefully studying the inner workings on both (which I discussed in my two previous posts). I was having issues getting my game to cook correctly for Windows due to the long names in the automatic material shader assets. To go around that I had to rename a few of the assets as well as the directories. Anyways, the result of what I got so far is sown below.
Hello! With my spring semester finally over and a couple days off from work I've been tinkering with UE4 a bit more and learning a lot in the process. This time I decided to put some of the materials and assets I've obtained from the marketplace/community to good use. Hence, I decided to build my own fantasy studio with what I have at hand. All the architecture was built using BPS brushes only. This project taught me a lot about how lighting works in Unreal. In addition, I was also able to gain more insight into how materials work. I will try to set up a quick tour of the studio using Matinee in my next post.
Oh man check out how awesome Unreal Engine 4 is! So, I was finally able to finish up the lighting for the level that I've been working since January. I'm basically using 3 spotlights in this scene. The glass door you see in there is the same one I blogged about earlier. Its the one where I added an opening animation using a trigger box. At first I had the two spotlights on the wall set as 'Static' but that caused the engine to only use pre-baked lighting and thus looked blocky. I changed them to be 'Stationary'. I guess the other thing I learned from today is how the engine can build the lighting for the scene using different levels of quality. From preview, low, medium all the way up to production level. This scene was rendered using the production setting.
I've been watching the tutorial videos on the Level Editing series here. As in the tutorial, I'm also trying to build a small office level but only because the starter pack makes it convenient as it already comes with props such as desks, office chairs and the like. Moreover, last week I was able to create the basic barebones of my scene (floors, walls, pillars, sliding windows). I still got to add the lighting and the props so I've been editing in wireframe mode as shown on the pic. Doesn't it look like the matrix? XD So today, I focused on the mechanics of making the glass window slide. For that I got introduced to the engine's Blueprints feature: the engine's visual scripting system. I got to say that its a pretty awesome feature. I was really impressed by its live debugging capabilities. After following along the tutorial and setting up my trigger box, my timeline for vector transformation using cubic interpolation, and my Blueprints logic. I finally got my window to slide as well. But mine is sliding on the wrong axis!... I'll tweak this next time.
After completing the basic tutorials on the UE4 Editor (both video and written) I decided to explore some on my own. Using some assets found in the starter pack (i.e., static meshes and materials) I set up this simple but nice looking scene. It depicts the unreal logo in a metallic/gold material while for the floor I'm using some kind of oak wood material. I've placed a directional light that emulates the sun and turned on fog. For future reference, you can take screenshots of a running game by pressing '~' and then typing 'Shot' in the run time console. There are still plenty of tutorials to go through and still got to figure out what is the whole 'Blueprints' feature that I keep hearing about.
I'm a software engineer with a passion for computer graphics.