OlaHaldor Posted February 4, 2015 Report Posted February 4, 2015 YEah, Unreal is.. Unreal. Tested it last summer and fell in love. If only I had any skill and interest in programming.Imagine X-Plane with Unreal Engine... I have a little something to show - later. Working on a model for an upcoming DLC for Train Fever. Quote
Tom Knudsen Posted February 5, 2015 Report Posted February 5, 2015 Imagine X-Plane with Unreal Engine and you get Outerra Quote
OlaHaldor Posted February 7, 2015 Report Posted February 7, 2015 Well, not quite.. Unreal Engine use PBR for anything. Which means; FSX-ish reflections - just.. REAL reflections. Not just reflection maps. Insane atmospheric and fog effects, about the same as Outerra. Trees react realistically to winds etc.. Awesome lensflare. Custom LUTs. Just those little things that make a whole lot of difference. Quote
Ben Russell Posted February 7, 2015 Report Posted February 7, 2015 A quick google tells me that UE4 has a default tile size limit of 5k squared. (absolutely tiny for flight sim use.) You can stream more in and the engine will do location shifting, similar to what x-plane does. No mention of round-earth that I could see. Details. Important details. Quote
OlaHaldor Posted February 7, 2015 Report Posted February 7, 2015 (edited) You're absolutely right. It would be a dream come true however, to have Physically Based Materials in X-Plane some day, regardless of what engine they use. I'll add an image for good measure since it's a showoff thread after all. Just about to get started with textures on the second last model now. Work in progress for the upcoming Train Fever USA DLC. This is the Pioneer Zephyr, 1934. Edited February 7, 2015 by OlaHaldor Quote
czoog Posted February 10, 2015 Report Posted February 10, 2015 A quick google tells me that UE4 has a default tile size limit of 5k squared. (absolutely tiny for flight sim use.) You can stream more in and the engine will do location shifting, similar to what x-plane does. No mention of round-earth that I could see. Details. Important details. Don't think it has any support round earth as far as I know. Doubt it will ever be re-purposed to make a flight sim. But like Ola mentioned, working with a physically based shader system is wonderful, and fairly straight forward. This is what I would wish for the most in X-plane....well that and maybe an FBX to OBJ converter Perhaps a pre-flight inspection would look like this (THIS NOT MY WORK!!!)...Again this is all direct from the engine, in realtime. 2 Quote
OlaHaldor Posted June 7, 2016 Report Posted June 7, 2016 (edited) Oh boy, long time, again. LONG POST! SORRY! Been busy with school stuff and some modding. I jumped over to Modo last summer and set a goal to push myself to learn modeling with it. I also made it into a mod for Train Fever. I attended a game design class the following August, and have just delivered the finals last friday. During the year we've had a couple asset related tasks, such as "make a viking weapon" or "create a modular environment kit". During the holidays I started making this diesel locomotive. It's also made into a mod for Train Fever. Just before Easter I got hired to do a landscape for a game And from just about the same period, from Easter to now, I've been working on a team with two others to make a game for the finals. I didn't get to make too many assets, as I was chosen to do more managing sorts of things, writing scripts, handling contact with external sound designers, composers and animators. I did however get time to texture a couple of the models one of the guys did And at the very last moment they needed a new asset to fill a blank hole, and I modeled/textured a door to cover the hole. Edited June 7, 2016 by OlaHaldor 3 Quote
ilias.tselios Posted July 6, 2016 Report Posted July 6, 2016 On 2/6/2015 at 11:37 AM, OlaHaldor said: You're absolutely right. It would be a dream come true however, to have Physically Based Materials in X-Plane some day, regardless of what engine they use. See... Is coming! Quote
OlaHaldor Posted July 24, 2016 Report Posted July 24, 2016 (edited) Had a couple hours free last night and made a terrain in World Machine. Picked it up this morning to see if I could get a slight grasp at the instancing system in LightWave. A single tree from Evermotion (over 1.2m polygons..) is instanced over 500K times. Rendered in Octane. A fun little test. The textures for the terrain itself was also done in World Machine, so the mountains and slopes are a little dull, but can possibly be fixed with either some meshes or a masked texture in the given areas. Edited July 24, 2016 by OlaHaldor 1 Quote
ilias.tselios Posted January 12, 2018 Report Posted January 12, 2018 Something I'm working on, besides X-Plane... Welcome... Home! 1 Quote
ilias.tselios Posted February 14, 2019 Report Posted February 14, 2019 I think that I will make a tradition to post once per year to keep this thread alive! Here we go... Quote
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