Hey everybody! It’s been a little while! I have been busy and although I haven’t done any one thing that I feel is ‘blogworthy,’ I do have enough small things that are worth an update. If you want more granular updates, I post pretty actively on twitter, it’s generally the same content I post here, just more granular and with horrid compression on images. Plus you can get in contact with me, I’m using it as This post is just going to jump around a little more then usual, I just want to give an idea of what I’ve been doing without drowning you in transitional text.
Archive for UE4
So I decided to grab Unreal Engine 4 a few days after it was announced, and boy is it awesome. I’ve taken a ‘content first’ approach, focusing almost completely on the material system and getting models of various types into the engine. In the last two weeks, I’ve gone from mere exploration to serious consideration into dropping source altogether and refocusing my asset creation pipeline to unreal. Now I’ve done this with branches of source in the past, I now primarily target SFM and secondly target to SDK2013 usually getting full functionality in both. Now that I’ve gotten my feet wet with Unreal, I think I can implement UE4 and still build for both with a few extra layer comps in photoshop and just a few additions to the pipeline in max. I’ll spend this post talking about those modifications to my workflow and my initial critique of UE4, from a Source Engine veteran’s perspective.