tag:blogger.com,1999:blog-77210582547177880722024-03-20T09:48:54.991+01:00CG Environments by Sascha Henrichs3d environment art for games.
A blog about game graphics from Sascha Henrichs.
It mostly contains tutorials on 3dsmax and Mudbox and private 3d art but also results from lectures at the Games-Academy in Berlin and Frankfurt.Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.comBlogger197125tag:blogger.com,1999:blog-7721058254717788072.post-12461121780269540102017-12-21T23:25:00.001+01:002017-12-21T23:25:22.190+01:00The new Artstation Blog<h3>
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<span style="font-size: large;">this blog is now full, i guess...</span></div>
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well no. actually artstation injected blog into itself.</div>
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now this is the new splendor and i will use that artstation blog now.</div>
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this ...olde... place will stay as is. </div>
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and artstation is the new awesome now. so obviously we'll meet there!</div>
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<a href="https://www.artstation.com/saschahenrichs/blog" target="_blank"><img border="0" data-original-height="400" data-original-width="400" height="320" src="https://1.bp.blogspot.com/-cpVx00Kh6Wc/Wjw0ghVf31I/AAAAAAAAVTo/rE7fvnBCOnU16oOi2xFbr9WVZHnTj-NGgCLcBGAs/s320/a97b0eb374fb7767b8bed1d8a96d431441fe78a1.jpg" width="320" /></a></div>
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<b><a href="https://www.artstation.com/saschahenrichs/blog" target="_blank">https://www.artstation.com/saschahenrichs/blog </a></b></div>
</span>Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-49079872919408084542017-12-06T04:25:00.003+01:002017-12-06T04:29:02.045+01:00Lecture Unreal Engine Basics S4G Berlin 11/17the outcome of an unreal basics workshop i gave in november.<br />
at first glance not too impressive, but it covers plenty of engine systems.<br />
we had an eye on the system design of the lights/flickering lights and the switch interaction to be built fail safe in any case.<br />
this was a nice case to show students, how even simple systems can be full of bugs and open ends, when not designed carefully<br />
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things and systems we build:<br />
- import of various resources and naming conventions<br />
- shader creation and material instances<br />
- input events<br />
- light functions and decals<br />
- blueprinting for various systems like:<br />
- lightBP that is able to be turned on and off and to flicker<br />
- blueprint interfaces and simple interact system<br />
- lightswitches, that can trigger custom selected lights<br />
- levelblueprints for events and sequences<br />
- run with "inputevent run (shift)" all with faster animations and speed<br />
- footstepsystem that find different surfece types and select corresponding sounds<br />
- blueprint doors<br />
- mess around with the projectile BP<br />
- a simple flashlight logic in the player BP<br />
- create and particles and control them with BP<br />
- render cinematics and camflights with the sequencer<br />
- audio volumes with reverb<br />
- sound cuesSaschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-85929192378640793712017-11-15T16:06:00.001+01:002017-11-15T16:06:26.401+01:00Basic Fabrics Shader in Unreal 4<div class="separator" style="clear: both; text-align: center;">
A simple shader I set up for fabric type materials.</div>
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This is the shader network</div>
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<a href="https://4.bp.blogspot.com/-E9tQoiF5PvQ/WgxWetWpy1I/AAAAAAAAUe0/CTqECxwhvwAAEN9WgMAiYkPsQm2uceZJQCLcBGAs/s1600/Fabric_Shader_Unreal4.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="714" data-original-width="1600" height="177" src="https://4.bp.blogspot.com/-E9tQoiF5PvQ/WgxWetWpy1I/AAAAAAAAUe0/CTqECxwhvwAAEN9WgMAiYkPsQm2uceZJQCLcBGAs/s400/Fabric_Shader_Unreal4.JPG" width="400" /></a></div>
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I just changed the textures in the material instance</div>
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<a href="https://2.bp.blogspot.com/-4pXVy9L6gXg/WgxXsn9j7ZI/AAAAAAAAUfE/RoWFAv5u0pkcbFhdwYKggvBN5ePWB3jYgCLcBGAs/s1600/Fabric_Shader_Unreal4_inst.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="915" data-original-width="1600" height="227" src="https://2.bp.blogspot.com/-4pXVy9L6gXg/WgxXsn9j7ZI/AAAAAAAAUfE/RoWFAv5u0pkcbFhdwYKggvBN5ePWB3jYgCLcBGAs/s400/Fabric_Shader_Unreal4_inst.JPG" width="400" /></a></div>
<span style="text-align: center;"><br /></span>Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-51615555396933361212017-06-30T16:57:00.003+02:002017-06-30T16:57:49.204+02:00Hospital scene in Unreal Engine 4hey i made this thing for my portfolio.<br />
<iframe allowfullscreen="" frameborder="0" height="360" mozallowfullscreen="" src="https://player.vimeo.com/video/223712224" webkitallowfullscreen="" width="640"></iframe>
<a href="https://vimeo.com/223712224">Hospital in Unreal Engine 4</a> from <a href="https://vimeo.com/saschahenrichs">Sascha Henrichs</a> on <a href="https://vimeo.com/">Vimeo</a>.<br />
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this is the artstation link<br />
<a href="https://www.artstation.com/artwork/BW6Nl" target="_blank">https://www.artstation.com/artwork/BW6Nl</a><br />
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<br />Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-36092564371555931562017-03-09T15:22:00.001+01:002017-03-09T15:22:24.925+01:00Fun with clouds in unreal engine 4<div style="text-align: center;">
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based on one of "steve's" supercool tutorials </div>
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go support him on patreon <a href="https://www.patreon.com/StevesTutorials">https://www.patreon.com/StevesTutorials</a></div>
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Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-78920523077043300292017-02-21T02:56:00.002+01:002017-02-21T02:57:27.570+01:00PhysX Lab and Unreal Engine Destruction<br />
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PhysX Lab findings<br />
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We recently used PhysX Lab in a lecture and found 3 things that helped us.<br />
So perhaps it helps also others when it is written down also in this place.<br />
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- To add an extra level of fracture when using a cut out texture you can use this option to have your chunks even more divided. To set the Voronoi settings, go into Voronoi fracture mode. These settings will then also be used by the "interior face noise" of the cutout tool. This info can also be found in the documentation. But since this is the last place you'll look for help, this info might be for you :D<br />
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<a href="https://2.bp.blogspot.com/-N16-9biEEAI/WKuSJkL7FxI/AAAAAAAAL08/vzjPMg_graI92NC3BHo5D6LVF6g8sMjnQCLcB/s1600/extra%2Blevel.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="132" src="https://2.bp.blogspot.com/-N16-9biEEAI/WKuSJkL7FxI/AAAAAAAAL08/vzjPMg_graI92NC3BHo5D6LVF6g8sMjnQCLcB/s320/extra%2Blevel.JPG" width="320" /></a></div>
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- The vertex density of a cutout seems to be tied to the resolution of the source mask, used for the cutout.</div>
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In order to generate a usable mesh create small source masks like 256</div>
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- Use *.bmp fileformat for cutout masks. This info is also in the docs.</div>
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this is what we did</div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/N5WzmNg9ngw/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/N5WzmNg9ngw?feature=player_embedded" width="320"></iframe>Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-75111807467507934752017-01-12T05:10:00.002+01:002017-02-20T10:13:55.914+01:00Art Test Foundry 42 - Facility in Unreal Engine 4<div class="separator" style="clear: both; text-align: center;">
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<a href="https://vimeo.com/199094206" target="_blank">https://vimeo.com/199094206</a></div>
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Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-74665666465844699952016-12-22T19:41:00.001+01:002016-12-22T19:41:46.490+01:00a new WIP for an ice cave<div class="separator" style="clear: both; text-align: center;">
<a href="https://4.bp.blogspot.com/-gT238QYgZik/WFweXjzOf3I/AAAAAAAALNg/WJaTBdAbF6ER4vC55s0XpF5bZE4EB_8EQCLcB/s1600/cave.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="154" src="https://4.bp.blogspot.com/-gT238QYgZik/WFweXjzOf3I/AAAAAAAALNg/WJaTBdAbF6ER4vC55s0XpF5bZE4EB_8EQCLcB/s320/cave.JPG" width="320" /></a></div>
<br />Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-78734376900196381482016-12-06T01:00:00.001+01:002016-12-06T01:00:49.387+01:00Into the blue - Straighten connections<iframe width="480" height="270" src="https://www.youtube.com/embed/X4OzdeYYqqM" frameborder="0" allowFullScreen=""></iframe><br />
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Ever found out about the "straighten connection" functionality in blueprints? here you go.<br />
Also additionally find this article about this feat from "allar" <a href="http://allarsblog.com/2015/11/12/Align-Nodes-Like-A-Pro/">http://allarsblog.com/2015/11/12/Align-Nodes-Like-A-Pro/<br />
</a>Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-43013569716710075942016-11-06T23:16:00.001+01:002016-11-09T12:55:33.930+01:00WindSystem Tumbleweed<iframe allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/saifuZWBlRo" width="480"></iframe><br />
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<span style="font-family: "helvetica" , "arial" , sans-serif; font-size: 14px;"><span style="background-color: black; color: white;">updated the wind system. now also works with cloth, particle fx and foliage</span></span><br />
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<span style="font-family: "helvetica" , "arial" , sans-serif; font-size: 14px;"><span style="background-color: black; color: white;"><br /></span></span>Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-40887590071387299352016-10-29T15:36:00.001+02:002017-03-22T15:47:11.744+01:00Detect physical materials with projectiles in Unreal Engine 4<iframe allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/G1O5G_G1mGM" width="480"></iframe><br />
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a friend aksed for a method for this, so i decided to make a quick tut for this<br />
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i also have to add this information concerning minute 1:35<br />
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<a href="https://3.bp.blogspot.com/-20_fvBPbFw8/WNKOYWZZWdI/AAAAAAAAMGY/1tCesjbefx8K06afPmqIcY-rMLvN8cEtACLcB/s1600/surfacetype.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="168" src="https://3.bp.blogspot.com/-20_fvBPbFw8/WNKOYWZZWdI/AAAAAAAAMGY/1tCesjbefx8K06afPmqIcY-rMLvN8cEtACLcB/s400/surfacetype.jpg" width="400" /></a></div>
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.Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-3243412516192738122016-10-10T04:15:00.003+02:002016-11-09T12:56:33.126+01:00bike texture with substance painterthis is only a WIP update on my object pack i plan to release on the marketplace.
and finally have the bicycle textured. highpoly from lowpoly, unwrapping lowpoly, setup for baking all the tings, final baking..all together 8h.substance painter ~0.5h haha
ok, no details yet. but i think they are not needed, since the textures will be a base for later customization.<br />
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here see some bike collisions :D</div>
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<span style="background-color: white; color: #1d2129; font-family: "helvetica" , "arial" , sans-serif; font-size: 14px;"><br /></span>Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-12219479354024544172016-10-08T02:08:00.001+02:002016-11-24T02:00:09.149+01:00Fun with physical actors and constraints<div class="separator" style="clear: both; text-align: center;">
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<span style="font-family: "verdana" , sans-serif;">i pimped the paint can and the bike with physical parts and physical constrain components. the bike still has no texture and the paintcans sound all empty haha</span></span><br />
<span style="font-family: "verdana" , sans-serif;"><span style="font-family: "verdana" , sans-serif;"><br /></span>
<span style="font-family: "verdana" , sans-serif;">unfortunately the projectile won't cause any sound at collision. the objects only play sound, when colliding with other world actors. i yet have to find out why.</span></span><br />
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<span style="font-family: "verdana" , sans-serif;">this is the setup of the blueprint</span><br />
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<span style="font-family: "verdana" , sans-serif;"><a href="http://1.bp.blogspot.com/-YcEgmh4N6GQ/V_kPiYIEDvI/AAAAAAAAJfg/HPRCu_lCpUcN5emgqu8yD5pGKfkLTo2AACK4B/s1600/bikesetup.JPG" imageanchor="1"><img border="0" height="195" src="https://1.bp.blogspot.com/-YcEgmh4N6GQ/V_kPiYIEDvI/AAAAAAAAJfg/HPRCu_lCpUcN5emgqu8yD5pGKfkLTo2AACK4B/s400/bikesetup.JPG" width="400" /></a></span>Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-56294738831732572016-10-05T06:08:00.000+02:002018-11-15T03:26:16.430+01:00simple recreation of holographic environmenta facebook user asked how to recreate this effect in unreal.<br />
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i tried to make a mockup with one texture and a material that is additive.<br />
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the parameters of the material are set partly randomized inside the construction script of the blue prints that hold the material on box primitives<br />
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<a href="https://2.bp.blogspot.com/-73-ofNRaCFk/V_R5NGQpAqI/AAAAAAAAJfA/vcZI1edGshw1sVhakQ6UE_rjv4pNgZllwCLcB/s1600/tmp_21143-14567435_10154076884399370_4761640584373118457_o-137774160.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="83" src="https://2.bp.blogspot.com/-73-ofNRaCFk/V_R5NGQpAqI/AAAAAAAAJfA/vcZI1edGshw1sVhakQ6UE_rjv4pNgZllwCLcB/s320/tmp_21143-14567435_10154076884399370_4761640584373118457_o-137774160.jpg" width="320" /></a></div>
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this is the result<br />
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you can <a href="https://drive.google.com/open?id=1mgOKMdIv6SX9vfZbL79QQLPHNDtv73KE" target="_blank">download the project here</a><br />
<br />Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-88128542884297566472016-08-24T00:38:00.001+02:002016-08-24T14:29:05.552+02:00Record VR within Unreal<span style="font-family: "verdana" , sans-serif;">Hey,</span><br />
<span style="font-family: "verdana" , sans-serif;">since many people asked me how to capture the VR output of the Unreal Engine, I will share my way of doing it here.</span><br />
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<li><span style="font-family: "verdana" , sans-serif;">i record it with <a href="https://obsproject.com/">https://obsproject.com/</a> with a minimum bitrate of 10000</span></li>
<li><span style="font-family: "verdana" , sans-serif;">set screen res of windows to 1280x1024</span></li>
<li><span style="font-family: "verdana" , sans-serif;">set the mirror mode to one eyed by entering "HMD mirror mode 2" into the console. </span><span style="font-family: "verdana" , sans-serif;">no chance to get rid of distortion with the oculus yet though. HTC Vive will display without distortion though</span></li>
<li><span style="font-family: "verdana" , sans-serif;">also setting the mirror dimensions in the console with say: "HMD mirror 1280x1024" won't work for me</span></li>
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Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-68287524853834501052016-04-06T22:34:00.001+02:002016-04-06T22:34:09.988+02:00SAE Cologne Unreal Engine Lecture Outcome 5.4.16<h4 style="clear: both; text-align: center;">
This is the outcome of our last lecture at SAE Cologne. we covered a couple of things:</h4>
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<li><span style="font-family: Arial; font-size: 14.6667px; line-height: 1.38; text-align: center; white-space: pre-wrap;">Export meshes from 3dsmax with collision and LOD stages in one file</span></li>
<li><span style="font-family: Arial; font-size: 14.6667px; line-height: 1.38; white-space: pre-wrap;">Introduce “Weighted Normals” script in 3dsmax</span></li>
<li><span style="font-family: Arial; font-size: 14.6667px; line-height: 1.38; white-space: pre-wrap;">Create flashlight with keybindings and lightfunction</span></li>
<li><span style="font-family: Arial; font-size: 14.6667px; line-height: 1.38; white-space: pre-wrap;">Footsteps on wooden floor and concrete</span></li>
<li><span style="font-family: Arial; font-size: 14.6667px; line-height: 1.38; white-space: pre-wrap;">Basic materials with reflection textures having metalness, roughness and AO in the different channels.</span></li>
<li><span style="font-family: Arial; font-size: 14.6667px; line-height: 1.38; white-space: pre-wrap;">Cam distance based detailshader</span></li>
<li><span style="font-family: Arial; font-size: 14.6667px; line-height: 1.38; white-space: pre-wrap;"><span id="docs-internal-guid-3ea3423c-ed47-25c5-9d9e-579f252c7f76"><span style="font-size: 14.6667px; vertical-align: baseline;">Triplanar Mapping for Dirtmask</span></span></span></li>
<li><span style="font-family: Arial; font-size: 14.6667px; line-height: 1.38; white-space: pre-wrap;">Implement a tracing system to interact with things</span></li>
<li><span style="font-family: Arial; font-size: 14.6667px; line-height: 1.38; white-space: pre-wrap;">Implementing an interact toggle system where one can turn on lights in different rooms</span></li>
<li><span style="font-family: Arial; font-size: 14.6667px; white-space: pre-wrap;">Opening a door by triggerbox</span></li>
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<br />Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-75580415203129899472015-12-09T00:47:00.001+01:002015-12-09T00:47:36.647+01:00Scale a static mesh by a bounding box in Unreal 4Again, <a href="https://www.facebook.com/mmendelson1" target="_blank">Michael </a>helped me out with this "scaling by bounding box" problem<br />
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<br />Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-87132568659666323692015-11-26T03:33:00.003+01:002016-11-09T12:57:15.993+01:00Stroboscope Shader for Unreal 4I made a stroboscope shader with the help of a friend, <a href="https://www.facebook.com/mmendelson1" target="_blank">Michael Mendelson</a>.<br />
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perhaps you'll need somthing like this. then here it is:</div>
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Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-21035572804827452762015-05-27T15:23:00.000+02:002015-11-27T00:40:18.099+01:00SAE Cologne Lecture: Swimmingpool Scene in Unreal 4We recently made a pool scene in 3dsmax at SAE Cologne.<br />
we covered lots of stuff, but most importantly the pool shader.<br />
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Here are some shots and the setup of the shader.<br />
There was some experimenting with fresnel setting involved, which I wasn't able to understand completely. so excuse any flaws in there.<br />
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the shader in action</div>
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and the shader itself</div>
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<a href="http://1.bp.blogspot.com/-f8klmK9M-Fw/VWXE_v7jdRI/AAAAAAAAI58/m56pSUHR3V4/s1600/poolshader.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="http://1.bp.blogspot.com/-f8klmK9M-Fw/VWXE_v7jdRI/AAAAAAAAI58/m56pSUHR3V4/s640/poolshader.jpg" width="568" /></a></div>
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<br />Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-14202165678879324412015-04-18T18:23:00.000+02:002016-11-09T12:59:05.753+01:00One day workflow lecture @ SAE CologneThis day we had a workflow lecture covering asset creation with phtotoshop, 3dsmax and mudbox and also imported the result to unreal engine.<br />
the bake was done in 3dsmax.<br />
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we headed for a cross for crucifixion and put it into a scene i made before with another course.<br />
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<br />Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0SAE Institute Köln, Carlswerkstraße 11, 51063 Köln, Germany50.96599 7.018609999999966925.443955499999998 -34.289984000000032 76.4880245 48.327203999999966tag:blogger.com,1999:blog-7721058254717788072.post-3488313841629609122015-03-26T01:20:00.002+01:002015-11-27T00:43:09.808+01:00Backlot | lecture @ SAE Colognethat is a project from a lecture i gave last week at <a class="profileLink" data-gt="{"entity_id":"302095471569","entity_path":"\/groups\/profile.php"}" data-hovercard="/ajax/hovercard/page.php?id=302095471569&extragetparams=%7B%22directed_target_id%22%3A326808320848196%7D" href="https://www.facebook.com/saekoeln">SAE Institute Koeln</a>. <br />
in the lecture we were only able to create and implement the
architecture into UE4 from scratch. to get the wall texture look good,
took some time though.<br />
today i threw some of my old props into, just to show off<br />
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<br />Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-88427140656613967512015-02-22T22:59:00.000+01:002015-02-22T22:59:04.427+01:00Risen 2 Lightningi just found this old Risen 2 thing.<br />
this video shows the Risen 2 lightning texture and then the corresponding particle effect. <br />the texture had 3 greyscale masks put into RGB channels.<br /><br />
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<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/LebBrGKaUqU/0.jpg" src="http://www.youtube.com/embed/LebBrGKaUqU?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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the particle effect was bound to the hero, and was always spawned 200-300 meters away from him. the particle chose randomly, where the particles were spawned arund the hero. the sequence itself was also random. the effect was supported by light effects in the sky. and sounds. both was not neede to be in synch with the lighning, since this is also not the case in realitySaschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-45969811291572821312014-12-31T06:35:00.003+01:002014-12-31T06:36:18.194+01:00SAE Cologne GABP413, unreal engine 2 day lecture, industrial sci fiin this lecture where we did everything from scratch 8used UE4 particles though) we reiterated baking in 3dsmax and also brought an animated basic mesh into the engine<br />
i tweaked it some minutes afterward<br />
Music : Bolt Thrower<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/mKR96o8GreA?feature=player_embedded' frameborder='0'></iframe></div>
<br />Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-79689413287299277022014-12-31T04:42:00.001+01:002014-12-31T04:44:50.227+01:00SAE Cologne GABP413, unreal engine 2 day lecture, horror tunnel the outcome of the lecture from november 2014 at SAE institute Cologne.
we tried to achieve some kind of a horror hallway in the unreal engine 4 from scratch.<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/TNQ0Ic6DvvM?feature=player_embedded' frameborder='0'></iframe> </div>
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we have a tunnel with sound from freesound.org the door blasts open,
then the lights go out and we have a levelchange inside the opened room,
and then flickering light and then another levelchange to the start
again.
we covered asset importing and processing, a bit of material shaders,
and basic blueprinting </div>
Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0tag:blogger.com,1999:blog-7721058254717788072.post-23022711658236902732014-12-26T23:05:00.001+01:002014-12-26T23:05:29.053+01:003ds Max 1 minute tutorial: How to wrap a helix around other geometryThis can be useful for any kind of leather coated grips, be it knifes or swords <br />
The Helix itself is not suitable, since its polys are not aligned properly.<br />
Use the Sweep modifier insted and turn off banking.. Check the video!<br />
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<br />Saschahttp://www.blogger.com/profile/15875911705485232202noreply@blogger.com0