#Unreal Engine graphics
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pinoyvideogamer · 10 days ago
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Review: Clair Obscur: Expedition 33 (Xbox Series X)
Clair Obscur: Expedition 33 emerges as a standout experience—boldly modern, yet deeply nostalgic. From the moment the game opens with Gustave in a visually stunning and emotionally charged introduction, it’s clear this is more than just another turn-based RPG. The game blends artistic vision, inventive combat mechanics, and dramatic storytelling into one of the most memorable JRPGs in recent…
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389 · 2 years ago
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Nature Portal Biome
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sealdev · 8 months ago
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Seal World - Real Life Update
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krissiefox · 2 months ago
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Here's a video showing the strange water reflections on ONS-TopGun! Trippy stuff. :c
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bobuschka · 11 months ago
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It's been a while since I posted about the game I've been working on, but I'm back. However, I've made some major changes to the game since the last time I posted about it. I will hopefully be posting some new updates in the coming weeks about it.
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mem0mem0k00 · 4 months ago
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Introducing mem0 - first character I created for my handmade video game.
Got inspired by ps1/ps2 old video games covers and heavy textured wallpapers I had when I was little 🗝️
Every other shots are cinematics from the forest level ( I’m not sure of this level’s name as I’m Still building and writing everything)
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viebah · 4 months ago
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Museum Unreal Fog Test.
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pouyakhalaj · 8 months ago
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معمار : پویا خلج Architect : Pouya Khalaj CG Artist : Pouya Khalaj Project : plaza Location : shiraz/iran Waste space that has been overlooked in the city can be It has transformed into a space where the youth of Iran can integrate themselves into society. Shiraz is a city full of art, color and music. Why does the city not return to its original state and come back to its original Not finding all that art? Using Iranian arches between the massive concrete pillars of the bridge Trying to show the original identity that many times in the art of architecture and buildings Shiraz By creating an urban plaza and creating a space free of commercial dimensions, try to Creating space for more interactions, you see. فضای پسماندی که در شهر نادیده گرفته شده است را میتوان به فضایی تبدیل کرد که جوانان ایران بتوانند خود را به جامعه نشان بدهند ،شیراز شهری است سرشار از هنر و رنگ و موسیقی چرا فضای پسماند شهری به اصل خود بر نگردد و خودش را میان این همه هنر پیدا نکند ؟ با استفاده از طاق های ایرانی میان ستون های حجیم بتنی پل سعی بر نشان دادن هویت اصلی که بارها در هنر معماری و بناهای شاخص شیراز بوده اند را داشتیم با ایجاد پلازای شهری و ایجاد فضایی فارغ از ابعاد تجاری سعی بر ایجاد فضایی برای تعاملات بیشتر ،دیده شدن هنر و هنرمند در بافت شهر نه در فضای مجازی باشدو میتوان گفت که شهر قدمی برای بهبود نوع روابط حقیقی برداشته است #shiraz #iran #explore #architect #architecture#architecturedesign #architecturelovers #architecturephotography#render #vrayrende #archizone #office_Design #exteriordesign #office #architecture #archcollage
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andre3d1 · 5 months ago
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Piscina Real-Time com Caustics, Volume, refração, cascata e espuma com Niagara no Unreal
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dronaroid · 2 years ago
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The five graphic design illustrations I did for HEARTRENDER announcements thus far, mostly being Twitter follower milestones. They were inspired by glitch art, select shoegaze album covers, hyperpop and my childhood messing around with filters and built-in image effects.
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cubeofskill · 9 months ago
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I explain as short as possible about a cool feature in UE5 called POM
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lxnywork · 2 years ago
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GEDZ - NONSENS single cover outtake © 2023
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dofuturopost · 1 year ago
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DFTR
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krissiefox · 9 months ago
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How (older) Skyboxes work!
My wife was asking what skyboxes are, so I thought it would be fun to make a post showing examples of how Skyboxes can be done in Unreal 2.0 and 3.0 games. For demonstration, I'm using Killing Floor 1 (Unreal Engine 2.5) and Killing Floor 2 (Unreal Engine 3.0).
Killing Floor 1 Skyboxes (Unreal Engine2.5)
In Unreal Engine 2.5, a common way of making skyboxes was to actually create the sky scene in a separate room that can't be seen from within the playable level. You'd You would then apply a setting to the walls of the "box" around any out-door parts of the level. In-game, these walls will displayed as a "view portal" into the skybox room, thus creating the illusion of a massive surrounding environment, thus making the world feel much larger and immersive.
Visual examples below!
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Using my "Zombie estate" map as an example, this is how the sky of the level looks in the editor. The walls are all set to be portals into the skybox.
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Here's the skybox room. The half sphere makes the initial cloudy sky, then there's a gradient black ring to give it some more darkness. The little question mark block tells the game engine where to have the skies center perspective from.
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The in-game result - Your map has has a nice, massive looking sky to make the world feel bigger and more alive!
Killing Floor 2 Skyboxes (Unreal Engine 3.0)
Possibly due to the increases in both engine power and average computer specs by 2015, making a skybox in Killing Floor 2 is a more straightforward process. The base game includes many "skybox" type models, including a simple massive sphere that you can place over the level you built. Much like in the first game, you can customize the sky area in many different ways, such as adding lighting, fog, distant trees, mountains, buildings, etc.
Visual examples below!
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I'll show a few examples of skies in KF2. Here's the sky from Nuked, which is quite massive! The lighting is dark and moody to reflect the aftermath of the nuclear explosion. It's also got some nice mountains, which unlike in KF1, are to scale with everything else.
The skies in the Outpost map are quite pretty, featuring mountains, northern lights and a cold snowy winds. In this clip you can see that the mountains and sky are objects you can click on individually in order to move, scale, rotate or change their texture.
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Here is my map Zombie High School, showing a smaller skybox, as only certain portions of the map are outdoors. You can see that I used flat "facade" textures to decorate the background, which look obvious and fake from the high above angle inside the editor...
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..But in-game, the background looks more natural and like part of the world!
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Unlucky is being Develop in Unreal Engine 5.0, and I'm still learning how skyboxes work in this one. The third-person plat former game template comes with a nice looking built in sky that has animated clouds, and I have tested making Killing Floor 2 style sky spheres, which seems doable as well. I'm looking forward to learning more about how skies function in this version of the engine. :) -KrissieFox
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bobuschka · 11 months ago
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A few screenshots of some of the locations I have planned for the game.
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subtleshenanigans · 1 year ago
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I wanna play Indigo Park!!! I know my laptop can run it!!! I fixed one fatal error why is there another!!! C'mon I have everything in graphics options on low or off!!!!
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