I was browsing the Unreal Engine highlights from E3 official page. I’m amaze to see how many awesome games are running with the Unreal engine! So I thought that my followers can look at the page which show the versatility and capabilities of the Unreal Engine 😀
Here’s my entry for the Polycount Brawl contest. You’ve gotta love Polycount, man, – it’s a constant costume party! 🙂 The task was to reimagine a stage from a fighting game. I chose Water Mill Valley from Soul Calibur 3.
I just enjoyed his previous project he made after founding ‘The desert‘ 😀
So much talent, incredible ! From him :
So yeah, here’s my take on the popular handheld art test. 43 hours 5 minutes to accomplish, only diffuse textures and a 512 for all the lightmaps. Oh and, yeah, this stuffs supposed to be for mobile platforms, but is not actually running on UDK Mobile – just the regular one. The scene was also featured on the Front Page of Polycount and was the most the most popular gaming video of the day at Youtube Japan.
Not only this project is something spectacular but what is particular it’s that all materials don’t use any diffuse map, which is something rather non conventional ?! Personally, only that is astonishing when looking at the video & I wouldn’t never know diffuse map didn’t been used ! From the author :
It’s a real-time environment that does not use any dedicated RGB diffuse textures. I thought there was an opportunity for us to improve the way we make our games technically, production-wise and maybe even visually to an extent so with this personal project I really pushed the idea of “procedural” materials. As much as I was working hard making a visual work of art I also pushed it to make a technological statement that says “we could do well without diffuse maps”.
Now I’ve composed a whole paper that describes the technology, the concept and the reasoning behind it: both technical and artistic. Please feel free to get it RIGHT HERE and if you have ideas on the subject I’ll be more than happy to discuss them.) I really want to try and figure out why this technology could or couldn’t be implemented on a full scale game and your input would be invaluable.
I’ve started to read and see some pics about Unreal Engine 4 but I didn’t saw Epic ‘Elemental’ demo until today. It look, sound an feel just FANTASTIC !!!
I’m please to add the Elemental demo to my Epic & games trailers. Also, I add the GT.TV exclusive development walkthrough video which explained very well all the bells & whistles of the new engine 😀