Unreal E3 Awards 2019

Epic was hosting another great event during an Electronic Entertainment Expo (E3), giving some awards in many different categories. Judges have evaluated dozens of Unreal-powered games in many aspects of production. The winners have been announced on June 20 and have received some generous prices.

The categories have been very interesting and creative:

  • Eye Candy – most visually impressive and leading-edge graphics
  • Biggest Buzz – the most memorable moment, something so unique
  • Most Engaging – the immersion experience
  • Outstanding Original Game – the potential of the production
  • Unreal Underdog – not just a product but also the people behind it

I wanted to be sure that I’m well aware of the awards as well as the actual winners, because it’s very interesting to see what the company, which developed such a huge and well know industry software, think about the usage of it. It’s also always good to know what’s on the top, to be try and aim to the similar level of quality.

The Winners:

  • Eye Candy: Final Fantasy VII Remake
  • Biggest Buzz: Borderlands 3
  • Most Engagin: The Outer Worlds
  • Outstanding Original Game: Creature in the Well
  • Unreal Underdog: Midnight Ghost Hunt

khawk, (2019), ‘ Epic Games Announces Winners of Unreal E3 Awards 2019 ‘, Avaliable at: https://www.gamedev.net/news/epic-games-announces-winners-of-unreal-e3-awards-2019-r943/ [Accessed: 22 June 2019]

More Shed Assets

At this point, I’ve made more shed assets. This is still require to make the area looks real and occupied by the human beeing.

Long Bulbs (Tris: 332)
Desk Lamp with power slot (Tris: 1930)
Private Lockers (Tris: 185, 430, 450)

At this time there is not much left to do, but I still want to make some more assets to finally finish the area.

Radio Tower

When you think about the radio tower used in a field for a communication, you think of an old, rusty, tall, metal tower. I wanted to have something much more modern and common, so I’ve decided to have a round, hologram radio tower. This idea just popped into my head randomly after making the fence and looking at many google images of a radio tower.

LEFT: A base spine of a Radio Tower, RIGHT: Final model with the hologramic cover (Tris: 6302)

The radio tower itself, didn’t took me as much time and unexpectedly doesn’t have a high tris count, but creating several different parts that will fill the top of it, did. In total, I’ve spend entire day working on the radio tower and its parts, but I think it was worth the time.

Modular Parts of the Radio Tower

I know that most of those parts won’t be much visible from the bottom, but I wanted to give them enough details to at least looks good even in the close up. I’ve also made several versions of a disc just because it will looks more natural to have a small variety. Each part perfectly fit the shape of the radio tower, so there was no problem placing them around.

The final look of the Radio Tower in UE4.

I’ve used similar material as for the fence, but this time, there stripes that goes up, are much bigger. I’ve also added another layer of stripes on top of that to create an even more interesting effect.

The radio tower looks so huge now, but there is no trees that would surround it just yet. The trees themselves will be really huge as they usually are in a rainforest, so the proportions of the tower should work pretty well. If not, I can always make it a bit smaller at the end.

Drone? Maybe not…

Today I wanted to create a drone, but I have failed so hard. I’ve made wings that I wanted to connect to the main body, but I’ve lost my creativity, so I couldn’t finish it.

Drone FAILED (Tris: 16456)

The drone that I’ve made looks more like a grill with wings rather than a any type of drone. I’ve decided that I won’t be using it in the final work, so at the end I’ve wasted some time. Not so good, as I really am struggling with a time right now… So, eventually I’ve made several other assets:

Shed Ceiling Lamp (Tris: 2836)
Pieces of Wood (Tris: 606)
Key Card (Tris: 522)

The key card is an important objective asset, so I’ve decided to give it a depth in geometry. I mean that I’ve could make it out of simple planes, but as far as I want this to be a focus point, I’ve made it nicer that I probably should. The final tris count is still low enough, so all of that explanation is even unnecessary.

So far so good, but I still want to make some more shed assets until the end. I still also need to make many textures and materials, but I’m catching up well.

Interior and Exterior

Today I was working on completely random items, but I’ve managed to made quite a few big and important ones. I’ve made another desk, as I felt like the shed interior is still empty. I’ve decided that I’m gonna make another desk, this time more like a sitting area with a chair and PC.

Desk (Tris: 1167)

It also has an open drawer and will have something inside to make it looks more realistic. It also will be a place, where I’ll put a very important item for the gameplay – a map. I want the player to be able to find it in the game and use it to find their way around. The area itself is not gonna be as big, but a map may help to orientate in the space.

The rainforest area isn’t just a shed, so I’ve made a fence that will be placed all around the lab area. It has few different parts that now I’ll be able to make a proper fence. It’s again a modular design, as I still don’t know the exact placement of the fence.

Different Fence Parts (Tris: 492, 9922, 18458, 5305)

The fence is a high hologramic fence, that is suppose to keep the dinosaurs out of the lab area for safety. It may be switched off at the beginning and the player may want to turn it back on again during the gameplay, so I’ll have to learn how to make it work.

Although it’s slightly high poly, I believe it’s the absolute minimum that’s needed to make it looks god. I’ve also already unwrapped it and placed materials onto it, so it starts to look pretty good.

The final look of a fence in UE4.

Hologram of the future Earth

Today I was working on something completely different. I’ve had a great idea of what I want to include on the interior of the LAB, so I had to focus on this asset today.

It is suppose to be a hologram of the Earth with the information of its current state. The dinosaur spices count, the population etc. I wanted it to looks real as a hologram of current planet state (day and night circle as well), but I’ve decided to only go for rotation and moving clouds. Preparing everything from a scratch took me entire day, but it was worth it! I love the final result and it will add a lot to the interior of a lab.

Hologram Globe with Stand (Tris: 10792, 2978)

The actual asset is quite big in a game, so I went for a quite high tris count. I had to copy the planet’s sphere three times and place it inside each other to get the final effect (each one for: clouds, base planet, internal planet). I had to experiment with it several times, as I wanted to be able to see the hologram from the inside as well. It required an additional sphere to be placed inside. There may be another way of doing so, but I don’t know any other way around it.

I’ve used a free texture from a real satellite and manipulated it to get the final look of the futuristic planet Earth. I wanted to distort the current look of the continents, as currently everyone talks that in the future, most of the land will be flooded by water. That’s why the planet looks a bit different than right now.

The final hologram inside UE4.

The bigger challenge was to create the visuals of the rays that are getting from the stand to the actual hologram. I had to make an additional geometry and texture it separately to get the effect. I believe it works well at the end.

Carrr

For two days I was working on a model of a car. This took me slightly longed than expected (the model isn’t as detailed, but it takes a while to make it). I’ve already unwrapped it and textured as well. I’ve also made different maps (roughness, metalness etc.), which then helped me to create a final material in Unreal.

I am not super happy with the actual model and texture, but it is a jeep that may be found in a place like rainforest area. I also had to find a way round to do not model the interior of a car. Because of that, the windows doesn’t looks as realistic as they should, making this car unable to be used. I may rethink adding the interior, but at this stage, I’m a bit behind, so I’m trying to save some time as much as I can.

I had several problems with the car texture and couldn’t get the details I needed into the roughness map. The dirt on the car should be lest shiny than the metal part of the body, but each time it was really hard to achieve with no reason.

Car’s Roughness Map

The roughness map seam to have all the details required to be able to get the shines of the car, but it didn’t work for some reason. It worked at the end, but it took longer than expected and several tries as well.

Car material in UE4.

I know that this could have been compressed into one texture, but I never had an opportunity to learn how to do so. Right now is not the best time to experiment and spend even longer on trying to get it right, so I decided to leave it as it is. I may learn how to make a proper packed textures in the future, bur for the purpose of this project it’s working well enough as it is.

Final look of a Car in UE4.

I have also added emissive elements for the light and actual light to make it slightly more interesting. I may also make a car alarm going on, but I’m not sure how long that would last until the car’s battery would run off…

In overall, I am not as happy with the final look as I could be, but I believe that I have to live it as it is because of the lack of time. I may come back to this at the end of the project if I’ll have any time to spare.

Creative use of UE4 real-time rendering in weather forecast

Augmented reality is becoming more popular mostly because of the still growing amount of interesting mobile games such as Pokemon Go or Wizards Unite. So far the real world locations were mostly transformed into the games as a background to pregenerated animations, but the weather network have done something special to their forecast – used the real-time rendering as part of their hurricane announcement in Florence. The result is really impressive and I’m looking forward to see more of this type of technology used in more common situations.

Unreal Engine 4 used in the weather network

Creating as dramatic scene for such an important announcement can be a challenge to the artist, but at the same time shows the possibilities the real-time rendering gives to the developers.

The Unreal Studio presents the real-time rendering for free for the certain amount of time. So hurry up if you want to try it out.

Real-time rendering for the fotorealistic terrain

So far this type of graphic is mostly used for VFX in other media rather than games (because of limitations), but I hope that maybe with the come of the next-gen technology, we will be able to produce such a beautiful environments using this technique.


Sparckman, 16 Sep 2018, [online video] ‘The weather network CAUGHT using UNREAL ENGINE 4 for their effects LOL’, Available at: https://www.youtube.com/watch?v=EMmLTH5E2vA [Accessed: 13 June 2019]

Art by Rens, 6 Feb 2018, [online video] ‘Exploring the limits of real time rendering’, Availiable at: https://www.youtube.com/watch?v=qlyzo9ll9Vw [Accessed: 13 June 2019]

WINDOWS!

As I still had a bit of a time this day, I’ve finally made the windows for my shed!

Shed Wall with Window (Tris: 544)

I’ve used several different assets to create this one, but at the end it looks perfect, as I’ve imagine it. The wall fits perfectly with the other walls but adds a lot to the actual livability in the shed. Now it become to looks a bit more like a small house than a normal shed, but it’s fine as it fits with the idea perfectly.

The final look of an external of a Shed in UE4 (no textures).

Interior Shed Assets

Today is a big day I would say. I’ve managed to make a lots of small assets that will fill the shelves in the shed. I won’t explain much as most of them are just simple models, but I have already unwrapped all of them, so I only need to make some final textures.

Hammers (Tris: 750, 1022)

I am really happy with this hammer, as it took me a bit to create it. It could have been slightly slimmer at the top, but the geometry is really clear and simple.

Bulb Box, Nails and Nails Box (Tris: 36, 96, 48)

I know that those boxes are gonna be really small in a game, but just that bit more geometry will make them looks more realistic. The real boxes are never a perfect cubes, so that’s why I’ve decided to add that bit of a geometry to the actual model.

Wire on the Reels (Tris: 4046)

The last asset is really high poly even after deleting most of the invisible geometry, but I didn’t wanted to do it any other way (alphas). I’m still gonna make a normal map for the area in between the wires to add some more wire onto it, but I really wanted to get those main details as the actual geometry. I believe this looks much better, than details on the normal map.

It was a good day and I’ve catch up a bit with the schedule and assets list.