Radu Posted April 25, 2021 Report Posted April 25, 2021 (edited) 10 minutes ago, blackdog said: Shiny new stuff @Radu, or I missed you were working on a map set in Italy? (I assume because the police sign) I need to make sure to sprinkle the flag of Puerto Rico for the final release wherever I can and maybe edit that sign. No, it's the old map I was working on a while ago. I've been trying to be more intentional with the architecture and make it resemble the actual city of San Juan. And also make it nicer too look at. It's still heavy wip, but I think you can get a good idea for the final thing now. Edited April 25, 2021 by Radu blackdog 1 Quote
zombi Posted April 25, 2021 Report Posted April 25, 2021 Sexy stuff Radu! Also from screenshot site after changes feels fresh and calm. Good job! Radu 1 Quote
geX Posted May 3, 2021 Report Posted May 3, 2021 ThunderKeil, blackdog, Squad and 8 others 10 1 Quote
LiVl Posted May 3, 2021 Report Posted May 3, 2021 Hello everyone! I'm experimenting with unreal engine again. This time, I created a scene using the megascans assets. In fact, I managed to crookedly connect the UE with the Bridge, so I had to set up all the materials manually. But you don't have to worry, I managed to tie UE and Bridge I feel that I am unable to create scale (depth) in my work, and I want to asking with you, where do you get experience in improving your skills in creating an environment? https://www.artstation.com/artwork/R3rGwW will2k, FMPONE, AlexM and 1 other 4 Quote
Serialmapper Posted May 16, 2021 Report Posted May 16, 2021 Testing the new assets on my de_island remake Greeb, Lizard, Mr.Yeah! and 4 others 7 Quote
LiVl Posted May 17, 2021 Report Posted May 17, 2021 Quick test environment scene with HL:A content import in UE4.26 ARTSTATION LINK Quote
AKRNG Posted May 21, 2021 Report Posted May 21, 2021 I've been working on this wingman map taking place in the backstage of a museum (I was inspired by the images of the Louvres-Lens) and got a bit carried away with some parts of the map. The point of the map is basically that the terrorists want to enter the museum's reserve through armored windows located in a conference room in the basement (where I'm putting offices, a security room etc) thus getting access to invaluable art pieces. That last screenshot is technically out of bound (the view from under the corridor in the third screen), but it looks really cool in my opinion so I wanted to share it. Freaky_Banana, slavikov4, Mr.Yeah! and 1 other 4 Quote
zombi Posted May 25, 2021 Report Posted May 25, 2021 I forgot to share my newest Black Ops 3 zombie map. I don't want to make separate topic for this so I will share it here. Feedback is welcome of course Workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=2492013245 will2k, AlexM, blackdog and 2 others 5 Quote
blackdog Posted May 27, 2021 Report Posted May 27, 2021 On 5/25/2021 at 11:22 PM, zombi said: I forgot to share my newest Black Ops 3 zombie map. I don't want to make separate topic for this so I will share it here. Feedback is welcome of course Workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=2492013245 I like that it’s bright, I recently got COD WW2 and tried briefly the zombies (alone) and it’s just so goddamn dark… I also not sure if these experiences are still viable for one player like the original (before WW2 I played WAW a few months ago)… I just want some dumb shooting gallery to practice/get the stress out Radu 1 Quote
zombi Posted May 29, 2021 Report Posted May 29, 2021 On 5/27/2021 at 1:03 PM, blackdog said: I like that it’s bright, I recently got COD WW2 and tried briefly the zombies (alone) and it’s just so goddamn dark… I also not sure if these experiences are still viable for one player like the original (before WW2 I played WAW a few months ago)… I just want some dumb shooting gallery to practice/get the stress out I enjoyed WW2 back in days, but compaerd to newest COD CW, it's definitely more stresful and less relaxing (only COD where they implemented jumpscares). I wanted to make dark and scary map, but because I have mostly open spaces I decided to make it as relaxive as possible, because it will be hard to fill it with artificial lights. Quote
AlexM Posted June 6, 2021 Report Posted June 6, 2021 (edited) Scene I made so I could do some real-world(ish) render batching method tests. Everything is built from a modular set of about 8 or so pieces. Edited June 6, 2021 by AlexM Mr.Yeah!, FMPONE, Serialmapper and 7 others 10 Quote
HoMaRt Posted June 9, 2021 Report Posted June 9, 2021 (edited) Latest scene I'm working on in UE4 -Fully Dynamic lighting- Islands and Christopher Columbus Edited June 9, 2021 by HoMaRt zombi, Squad, StormCatcher.77 and 6 others 9 Quote
will2k Posted June 17, 2021 Report Posted June 17, 2021 Slowly resuming work on my projects after a LONG hiatus Radu, +Rusty+, zombi and 8 others 11 Quote
ThunderKeil Posted June 25, 2021 Report Posted June 25, 2021 (edited) Question: how can I fully disable runtime shadowcasting on static props? (csgo) In order to get adequate (sun)lighting, some roofs have been set not to cast shadows - this worked fine when the roofs/ceilings were func_brushes, but now that I'm replacing some with static props, I'm noticing that although the compiler lets light through, in-game it seems to be ignoring the tag & overlaying real-time shadows anyway [edit] disabling shadowdepth fixed it Edited June 26, 2021 by ThunderKeil StormCatcher.77, Minos, Geno and 1 other 4 Quote
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