Author: Stevelois

Unreal and Unreal Tournament are my all time top PC games. My blog is dedicated to all HQ stuff related to the Unreal / UT world.

Free PBR textile materials pack by Tomas Buran

This HQ PBR textile materials pack made by Tomas Buran contains 8 realistic photoscanned tillable textile materials at 4K resolution in high quality. There is also a Substance Painter materials (.sbsar files) very easy to use. All of them were enhanced with Substance Designer 🙂

Download on Gumroad & use discount code : freeholidays

Merry Christmas / Joyeux Noël 2019!!!

Merry Christmas to all 😀 ! ! !

Have a good time and have fun. Take advantage of this day to make it memorable. Also, be careful not to eat & drink to much… 😉

Joyeux Noel à tous et à toutes 😀 ! ! !

Passez du bon temps puis ayez du plaisir! Profitez de cette journée afin qu’elle soit mémorable. Aussi, faites attention de ne pas trop bouffer puis trop boire non plus 😉

Unreal Engine 4.24 released !

A major release with a major change list as long as my arm! 😀 From Epic :

With the release of Unreal Engine 4.24, we continue our journey to help you build the most realistic worlds with tools that make you more productive than ever. Teams of any size should be able to create believable worlds and experiences that draw users in and keep them engaged. We have added numerous tools and improved workflows across the board to help you bring your vision to life.

The new nondestructive, layer-based Landscape workflows enable you to build more interesting and engaging outdoor environments where the terrain automatically adapts to other elements in the world. The Sky Atmosphere component generates a physically-accurate sky that can be updated dynamically depending on the time of day, and it can be viewed from the ground or from the air to create realistic-looking planetscapes. The new experimental strand-based hair and fur system brings characters to life with realistic, flowing hair. With Screen-Space Global Illumination, you can achieve natural light-filled spaces using fewer resources.

Datasmith is now available to all Unreal Engine users, bringing high-fidelity, whole-scene conversion to the masses! The new Visual Dataprep makes automating data preparation workflows more accessible so smaller, design-focused teams can benefit from them. The Live Universal Scene Description (USD) Stage Actor creates a direct link to the USD file on disk for faster iteration and better collaboration. Project creation workflow now includes a wizard-style workflow centered around the industry or type of project you are creating so you only see relevant settings and tools.

For all the details, head over the official post here.

DM-Coda, progress…

DM-Coda is shaping out nicely. I’m at ±50% done I think? Next area’s to craft are the Minigun, Shock and RL areas. I don’t like the original RL layout so I don’t know yet what I’ll do. I’m also keeping the Invisibility pickup for now and made a big room for it (showed in the second pic).

When the map play area will be completed, then, I’ll start working on the exterior “scenery” aspect. For now, it’s totally empty. You can see there are many new meshes in those pics! Enjoy the dev 🙂

Bio area

Invisibility area

Link area

UT4 Converter 0.9.2 by xtremexp released !

For anyone who would like to convert old Unreal / UT’s maps to UT4, this is the tool to use 😀 The tool isn’t perfect BUT is extremely helpful. To learn more, head over xtremexp Epic thread.

Epic Games and Quixel join forces to empower creators

This is quite a biiiiiiiiiiiiig news for anyone who would like to use AAA assets but don’t have the money to afford them 😀

Like in my case, I map for fun and always like to use new assets in a new map. Therefore, since the UT4 editor is really old, it’s quite a pain & a long process to recreate everything from scratch in the editor since I simply can’t export / import them easily from UE4 Editor to UT4 Editor, specially the materials. And HQ materials are very complicated to recreate when starting from scratch 😦 Here is the original announce :

“Today we are thrilled to announce that Quixel, creator of the world’s largest photogrammetry asset library and bundled toolset, has joined the Epic Games family!

Founded in 2011 by Teddy Bergsman and Waqar Azim, Quixel is headquartered in Sweden, and over 100 employees across six countries worldwide are joining the Epic Games team. Quixel’s products include Megascans, an extensive library of 2D and 3D photogrammetry assets, supported by companion applications Bridge and Mixer

Around the world, leading game developers, filmmakers, and visualization specialists use Quixel Megascans assets to craft blockbuster games (Metro Exodus, Destiny 2, Battlefield V), animated entertainment (The Jungle Book, Black Panther, The Lion King, Pacific Rim: Uprising), and lifelike scenes through high-quality content and access to a vast array of tools. 

“Building photorealistic 3D content is an expensive endeavor in game development and film production. By coming together with Quixel to make Megascans free for all use in Unreal Engine, this level of artistry is now available to everyone from triple-A studios to indies,” said Epic Games Founder and CEO Tim Sweeney.

“Our mission at Quixel has always been to make the world more accessible for everyone through ultra-high resolution scanning. As part of Epic Games, we’re now able to accelerate this vision as we grow the Megascans library, speed up the development of Bridge and Mixer, and improve integrations with all major 3D software and renderers,” said Quixel Co-founder Teddy Bergsman.

As part of making the Quixel Megascans library of more than 10,000 assets free for all use with Unreal Engine, ten high-resolution packs have been shared today for free on the Unreal Engine Marketplace, as well as assets from the popular Iceland collection used in the “Rebirth” cinematic short. Additional asset packs will be made available for free on the Marketplace at a future date within the Unreal Engine 4.24 release timeframe.”

DM-Chroma, final release!

R1 of DM-Chroma as been in the wild for few weeks and now and it’s time to make it final 😀

This is what as been done for the final version :

  • Fix the lift weird shadows in sector 4, Belt room. I’ve notice a odd rendering issue on this lift.
  • Add ambient sounds all around the map with custom sound cues.
  • Add some blocking volumes at many door steps so the steps are smoother.
  • Perform a full lighting build, production level quality. I also fixed some minors lighting artefacts here and there.
  • Removed the ‘checkerboard’ material and replace it with the ‘remove surface’ material to reduce memory usage.
  • Modified all master materials so when playing on low and medium quality, the map look and perform better than in R1. Still, the changes doesn’t affect playing in high quality. The pics below shows the difference playing in low, med and HQ :

Sector 2

Sector 5

I’m happy to share the final with the community 😀 Have fun 🙂