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Lovely work ! You mentioned "When lighting the scene, I used Light Functions to create the illusion of light passing through clouds, thus lighting the environment unevenly" do you think you could show what is the setup to get such a precise result ?(meaning highlight the area you want?)
Amazing art. I'm curious how the rocks manage to be such a natural part of the terrain! It really looks like they have been there for ages.
Unreal Engine 4.8 has just been released today and includes 189 changes that Unreal Engine’s community of developers submitted.
Highlights of the Update:
The Grass Systems which is used for large open worlds has been optimized. It can be used for production of large amounts of grass and ground cover with temporal LOD cross-fading.
Unreal Engine has partnered with Allegorithmic to provide the first plugin to be available in the Marketplace. The plugin can be downloaded right now and there will be more plugins in the future from partners.
Huge improvement in the accuracy of Motion Blur which includes morph target animations that can generate motion blur. The depth of field has also been updated to be more physically-based along with an addition of a new Tone Mapper to achieve a film-like look.
“Scrubbable” network replays come with rewind support and live time scrubbing.
An interactive tree map UI allows visualization of the memory footprints.
These are just a few of the changes made, see the rest here.