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$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.
3d artist, game developer (he launched his own amazing indie title The Solus Project this year) and Unreal Engine evangelist Sjoerd De Jong (Hourences) decided to celebrate New Year in a big way. From today you can download all of his books and educational videos for free! 2 books, and 7 big Unreal Engine 3 and 4 video tutorial projects. That is hundreds of pages, and dozens of hours of video tutorials for Unreal Engine lovers.
Some of the content in those videos is beginning to age. The UE4 videos were done using 4.0 so there are some minor interface differences. The UDK videos feel very old, but they teach you about the topics, which are still relevant in the UE4 era. Many of the deeper technical things in UE3 are still identical in UE4. The only thing that changes is the interface.
2016 has been as crazy as every year. On behalf of Epic I visited a few dozen cities and countries evangelizing the Unreal Engine, and met thousands of studios, developers, and enthusiasts alike.
My work at the education Futuregames in Stockholm also carried on as usual, hitting another ~80% success rate on people being hired into the industry on the day of graduation.
After exactly 3 years of work, my game The Solus Project also finally launched. In June for PC, in July for Xbox One. I could write a book about what I experienced and learned from the whole process, but in short it has gone great. For a team of only a few people, operating on a near zero budget, the game shipped a very solid 150 000 copies in the first six months of its release.
Sjoerd De Jong
We congratulate Sjoerd De Jong on his successful 2016 and wish him all the best in the upcoming year. You can read our interview with Sjoerd here.