In the last couple of weeks I’ve been trying to develop a good asset authoring workflow for UnrealEngine 4. I looked at several possible solutions but none of them seemed good enough for my purpose: prohibitive cost and multiple asset transfer steps were the most common problems.
The trouble was that MODO’s standard surface material is not physically based so baking it’s properties won’t yield textures usable in Unreal. So I took a big breath, fired up the C++ SDK and made a custom material: it allows me to texture a model in a physically based manner with the preview viewport providing near realtime feedback. The look in MODO is quite close to the result in Unreal:
Most of the differences can be attributed to the different ways they handle the environment. (Extra highlights due to unclamped HDRI and less color contribution in MODO.)
The custom material is available for download on the UnrealShader for MODO page. It’s not feature complete and will see some more tweaking but should be already useful for creating opaque objects.
* Photoline is a great piece of software, I recommend it to anyone not happy with Photoshop.read more
Drone Alone is progressing steadily: I finished several subsystems including enemies, navigation for aerial units, missions and weapons. Unfortunately I’ve encountered two showstopper engine bugs which hindered development in the past couple of weeks, so I moved on to the asset authoring phase for the time being.
The first step there was creating the layout of the apartment based on references and gameplay experience from the test level. Here is the top down view of the blocked out map, rendered in modo:
Originally I wanted multiple floors but they caused path finding issues after the navigation system was massaged to support flying pawns, not to mention the challenge of ground units dealing with stairs.
Although you can’t tell from that image but I finally settled on the art style for the project: Formica Punk, a retro future based on late 70’s, early 80’s technology. The idea came from Bouletcorp’s excellent comic strip.read more
In v0.11 the Thruster engine is tweaked to be less floaty and a first person camera was added to make it easier to fly around with said engine.
The project now has it’s own page where you’ll find installation instructions, changelog, etc.
Finally here is a video of v0.11:read more
The first public build is available:
Extract the archive to an empty folder then start the game with the executable:
DroneAlone_v0.1 \ DroneAlone \ Binaries \ Win64 \ DroneAlone.exe
This version is for testing drone engines and controls: a series of balloons are placed on the map and they pop if the drone touches them. Try to finish the course as fast as you can.
J/K/L keys switch between propeller/thruster/pulse engines. The
I key inverts vertical looking.
Escape closes the game.
There are no real weapons yet, only a nudger trace is produced on
Ideas, opinions and suggestions are welcome in the official forum thread.
EDIT: Fixed download link.read more
For the last week I’ve been battling with two show-stopper bugs in the Unreal Engine: one in v4.1.1 and another in v4.2. The second one is my bigger concern right now so I’m trying to find some kind of a workaround but it’s a tough nut to crack.read more
Since I’m still learning the tricks and best practices of the engine there have been and probably will be extensive changes in the implementation but here is how things are set up at the moment.read more
The game currently has a single, blocked out test map where I’m experimenting with different kind of spaces to see what works. For example a room too densely packed with furniture might be difficult to navigate without bumping into stuff. Too big and open areas could look empty and provide little cover.read more