A scene from Red Dead Redemption remade in UE4
Subscribe:  iCal  |  Google Calendar
San Antonio US   18, Jan — 21, Jan
London GB   21, Jan — 23, Jan
Taipei TW   24, Jan — 29, Jan
Zürich CH   31, Jan — 4, Feb
Leamington Spa GB   31, Jan — 3, Feb
Latest comments
by Frank
6 hours ago

Is there any way i can tweak the colors dynamically through another blueprint? I tried with the "get all actors of class" function and setting the colors of the clouds by a timeline, everything else connected to the timeline does its thing but the volumetric clouds wouldn't change. Are the properties somehow fix?

by Ronnie Ochero
9 hours ago

Hi, what version of blender does this work with?

by anonymous
14 hours ago

Yeah this is good but it doenst capture the 2d look it still looks 3d. How about copying the movement of 2d animation because this looks way too smooth. 1 example is using the classic by twos which most studios do or also use 24 fps to really capture the 2d feel

A scene from Red Dead Redemption remade in UE4
26 April, 2015

User Matt_Billeci from Polycount’s forums published a couple of screenshots of his upcoming work: a redesign of a saloon from Red Dead Redemption created in Unreal Engine 4. The whole thing looks amazing and just begs for the remake of the famous game.

  • reddeadredemption-unreal-engine-4-80lv-01
  • reddeadredemption-unreal-engine-4-80lv-01
  • reddeadredemption-unreal-engine-4-80lv-01
  • reddeadredemption-unreal-engine-4-80lv-01
  • reddeadredemption-unreal-engine-4-80lv-01

Developer believes that there’s still a lot of work to do: textures and lighting are the biggest things that need polishing. Nevertheless the scene looks nice and we believe it could become a cool new surprise for the fans of the game.

For a while now I have been working on a saloon interior that is inspired by the Red Dead series. I am going for a bit of a high end saloon and I still have loads of work left to do. With this project, I really wanted to dive into the PBR workflow and UE4. Probably around 60 % of the textures in here have place holder textures. I had used some of Unreal’s textures just to make sure that my lighting would bake out correctly. Most of everything is UVed/Lightmap UVed. The goal is to finish the rest of the those and get to texturing and creating a more dynamically lit scene. Any comments or critiques would be much appreciated!


Just another way of showing you how Read Dead Redemption could look on the current generation of platforms.

Source: Polycount (via wccftech.com)

Leave a Reply

Be the First to Comment!