Author: Stevelois

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

DM-Oblevia, part 2, R1 to be release this Friday

Mapping all weekend on Oblevia, part 2 made me accomplish huge progress. I was able to finish the meshing and get rid of all BSP 😀 I’m making the finishing touch’s and will release it this Friday, September third!

After working many months on this map, I’m pleased by the current result 🙂 Not only visually, but also by the gameplay, the audio and the performance aspect. The map as more than 8000 assets in it, all put manually, it’s huge. Therefore, I’ll share a first public release (R1) before releasing the final just in case there are stuff to enhance or fix 😉

DM-Oblevia, part 2 post # 3, progress

I’m in vacation since few weeks so I took a break from mapping. I restarted mapping yesterday. Oblevia, part 2 progress is going slowly but surely.

Just to give my readers an idea of how details are important, this plane is a good example. I took few hours to add several blocking volume that is way more closer to the mesh geometry so in case you translocate on the plane you won’t be 3 feet above it like it’s the case with the default collision 🙂

Plane geometry :

Plane default collision :

Plane with several blocking volume :

The actual layout state. I’m very proud that geometry is as the original 😀 Before releasing R1, the areas to finish are the Redeemer and the Shock.

Don’t loss faith, you’ll play it, someday.

New idea by Funbox Creative Production

This lovely New idea CGI short animated film is made by Funbox Creative Production. It’s a awesome work if you ask me 😀

Rick and Morty fanart by Edvinas Petrauskas

Rick and Morty fanart is Edvinas Petrauskas latest personal project. I don’t know about those, but the scene is awesomely made 😀 Really like the tone of the narrator too, it fits like a glove with the lovely music 🙂

EDIT

This is the original scene. His work is even more phenomenal seeing those “Simpsons” like comics 😀

Invasion 2040 by Creavision Films

Creavision Films made this short movie using UE 😀

Lancia Delta S4 by dan_chap

“dan_chap” on Epic forums made this awesome Lancia Delta S4: custom built race car animation 😀 Awesome work!

Converted | The Foundry by Mateusz Sum

Mateusz Sum took part in the arch-viz challenge run by Ronen Bekerman called “Converted”. He made this amazing scene named The Foundry.

DM-Delta, 1.4 available

In my attempt to update my previous levels, the most important is about DM-Delta. The list of enhancements is rather extensive this time. I didn’t touch the meshing at all. I’ve put my time elsewhere. This is what as been done for this release :

  • Add blocking volumes on the dual pipe lines in front of the Keg (the pipes who enter into the rocks) and change static meshes collisions. Bots can now stand on those pipes which add some gameplay improvements.
  • Fix many spots where reflection was wrong.
  • Fix stretched static meshes.
  • Fix weird shadows on all lifts.
  • Made a custom BP Jumpad kitbashing the stock assets. The most complicated to do was the jump square emitter. Square are harder to do since the proper textures or material function are not easy to do or find.
  • Many material changes (adjusting emissive, roughness, metallic values, etc.). That as fix the lights like neon’s and lot’s of others from flashing.
  • Remove the decals under all armor, health and powerup.
  • Remove the weapon base static meshes.
  • Replace some decals with more appropriate one and add others.
  • Tweak and add many blocking volumes all around the level. This as contribute a lot to AI afterward.
  • Tweak the lift near the Bio so you have more speed when doing lift jumping. Previous value was 0.6 and now it’s 0.55. It give more “flying” opportunities.
  • Tweak materials dithering for certain rocks so they blend better with their surrounding.
  • Tweak most light actors (directional light, point lights, spot lights & skylight values).
  • Tweak navigation volume values. The preview play area is way more accurate now.
  • Tweak player starts.
  • Tweak Post Process.
  • Tweak the sky (clouds, colors, sun intensity, etc.).
  • Rebuild lighting, production quality.
  • Remade level preview pic.
  • Made other things.

DM-Delta was my first level for UT4 released in 2017 and I think it was time to fix a bunch of things from the previous  1.3 version. It’s my only level that use 100% Liandri assets and few TitanPass assets. Enjoy.