Post Process Material: https://www.patreon.com/posts/30660496
In order to get proper cel shaded effect, we shouldn't use much details on the textures of models we have used in the scene. Today, I am going to remove details from objects until it would mostly look like a single color so that the two tone cel shaded rendering would be properly visible.
#CodeLikeMe #unrealengine #ue4
2019-10-15 19:17:42 +0000 UTC
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Shader FIle : https://www.patreon.com/posts/30660496
Today I am going to add an outline rendering effect to my cel shading post process material. This is a relatively easier way to render some outlines compared to the existing method in unreal live training video. All the objects will have an outline so that the contour would be clearly visible and it will make easier to identify the objects separately. ...
2019-10-15 19:17:00 +0000 UTC
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Shader FIle : https://www.patreon.com/posts/cel-shading-post-30545258
Today I am going to work on sky rendering in my cel shading post process material I have implemented in unreal engine 4. The fog and the sky rendering has some issues as the fog color is applied over the sky. I am going to fix it today.
#CodeLikeMe #unrealengine #ue4
2019-10-15 19:16:02 +0000 UTC
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As you can see in the preview gif above, this material can render grass meshes in cel shaded style + directional wind system. The wind direction and weight is driven with a parameter in material parameter collection, So that you can change it at runtime to change the wind direction.
Here is the material code

2019-10-13 18:02:17 +0000 UTC
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cel shading+ outline rendering post process material. Refer to video tutorial #289 for more details about line rendering
2019-10-10 19:18:09 +0000 UTC
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So, the 20th episode of the TPS series about determining the point player is aiming with the reticle in the world space and placing damage decals and spawning the bullet impact particles in relevant place.
#ue4 #TPS #thirdpersonshooter #unrealengine
2019-10-10 01:54:07 +0000 UTC
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Shader FIle : https://www.patreon.com/posts/cel-shading-post-30545258
Today I am going to work on sky rendering in my cel shading post process material I have implemented in unreal engine 4. The fog and the sky rendering has some issues as the fog color is applied over the sky. I am going to fix it today.
#CodeLikeMe #unrealengine #ue4
2019-10-09 16:02:13 +0000 UTC
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Shader FIle : https://www.patreon.com/posts/cel-shading-post-30545258
In the current implementation of the cel shading post process material i have developed inunreal engine 4, I have noticed some shortcomings in shadow rendering in distance objects vs closer range objects. if i optimize the material parameters to make the closer shadows look good, the shadows in the distance looks bad. I am ...
2019-10-08 18:48:57 +0000 UTC
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In this episode, I am going to implement a cel shading post process material in unreal engine 4. For this shader, I am going to use post process input0, diffuse color and scene depth inputs. No texture changes are required to get the desired toon shaded look on existing 3d models as the effect is done through a post process. Also, the default height fog and atmosphere fog doesn't work properly with cel shaded postprocess. Therefore I am going to implement an alternative way to add fog to the ...
2019-10-07 04:24:33 +0000 UTC
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Today also, I am going to focus on fixing issues in my wall climbing system developed with unreal engine 4. This system is completely based on procedural animations.
#CodeLikeMe #unrealengine #ue4
2019-10-07 04:23:34 +0000 UTC
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2019-10-07 01:58:16 +0000 UTC
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cel shading post process material. Refer to video tutorial #286 for more details
2019-10-06 16:34:24 +0000 UTC
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Last time, we worked on keeping the gun pointed towards the point denoted by the reticle when player look left and right. Today, we gonna do the same for look up and down inputs.
2019-10-05 18:25:54 +0000 UTC
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After adding anticipation part, there were some bugs in my wall climbing system. So, today, i am going to work on them and fix the bugs.
2019-10-05 18:16:50 +0000 UTC
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This is the second part of the wall eject anticipation pose implementation. When my character jump towards the next knob or hanging point in the wall, it currently just moves to the next point without any anticipation phase in the animation. This anticipation part plays a major role in displaying the effort required for the next action. To display that effort, I am going to add an anticipation pose to the character before jumping to the next knob on the wall in this episode.
2019-10-05 18:15:58 +0000 UTC
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This archive contains the complete character blueprint updated as of episode 18
2019-10-04 18:12:38 +0000 UTC
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In this episode, I am going to fix the horizontal alignment of the player characters gun and the reticle in the middle of the screen. when the player look left or right, the gun should be kept pointed to the place denoted by the reticle.
2019-10-04 08:56:57 +0000 UTC
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When my character jump towards the next knob or hanging point in the wall, it currently just moves to the next point without any anticipation phase in the animation. This anticipation part plays a major role in displaying the effort required for the next action. To display that effort, I am going to add an anticipation pose to the character before jumping to the next knob on the wall in this episode.
#CodeLikeMe #unrealengine #ue4
2019-10-03 19:23:15 +0000 UTC
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This is the solution to the problem patron Modulo_3 had regarding the jump loop. Sharing it here just in case if others have the same problem
2019-10-02 19:20:31 +0000 UTC
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When the player press and hold the right mouse button in my Third person shooter game developing with unreal engine 4, the camera should move close and go for a over the shoulder view to make it easier for the player to target. To do this, I am going to use 2 spring arm components, one for the normal view and the other for the aim down sight view. I am going to dynamically attach the camera to these 2 spring arms to move the camera to the desired location.
2019-10-02 07:59:31 +0000 UTC
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In this episode of my unreal engine climbing system tutorial, I am going to move the character with spring interpolation. That means, when character move one hanging point to another, the character will move and oscillate a little to show the momentum of the character body before stabilize on the new hanging point.
#CodeLikeMe #unrealengine #ue4
2019-10-01 16:40:13 +0000 UTC
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For my wall climbing system developed with unreal engine 4, I only need physical simulation for animations at certain points, not always. So, today, I am going to experiment on how to smoothly blend physical simulation and how to smoothly disable physical simulations to non physical fully kinematic animations.
#CodeLikeMe #unrealengine #ue4
2019-10-01 16:39:14 +0000 UTC
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In this episode, in my wall climbing system developed with unreal engine 4, I am going to blend physics simulations tot he animation. For the free hanging part of the wall climbing system, when the legs are free, I am going to simulate the lower body with physics while the upperbody is driven by the animation.
#CodeLikeMe #unrealengine #ue4
2019-09-29 19:23:13 +0000 UTC
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This archive contains the complete character blueprint updated as of episode 15.
2019-09-29 07:31:26 +0000 UTC
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I am planning to integrate physical animations for my climbing system in unreal engine 4. For that, first i need a good ragdoll or a physics asset (Phat) for the character. In this episode, I am going to define the constraint and soft constraints of the head and the spine of in Phat (physics asset/ragdoll) of my character skeletal mesh.
#CodeLikeMe #unrealengine #ue4
2019-09-27 02:31:00 +0000 UTC
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This update contains the updated character blueprint and the physics asset as of episode 277 in open world series.
2019-09-25 16:13:00 +0000 UTC
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I am planning to integrate physical animations for my climbing system in unreal engine 4. For that, first i need a good ragdoll or a physics asset (Phat) for the character. In this episode, I am going to define the constraint and soft constraints of the legs in Phat (physics asset/ragdoll)
#CodeLikeMe #unrealengine #ue4
2019-09-25 03:45:57 +0000 UTC
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I am planning to integrate physical animations for my climbing system in unreal engine 4. For that, first i need a good ragdoll or a physics asset (Phat) for the character. As the first step of making a good physics asset, I am going to refine the constraints of the character's hand to behave in as a real human hand under physics simulations.
#CodeLikeMe #unrealengine #ue4
2019-09-24 18:29:43 +0000 UTC
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When the player press the Aim down button, while the character facing towards the camera, the character should instantly but smoothly turn to the aiming direction and point the gun towards the aiming direction intended by the player. This turning should look good and also shouldn't delay the aiming as it is important for the gameplay. So we need to balance this function . this is the part I am going to cover today.
2019-09-23 17:53:22 +0000 UTC
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Today, I am going to fix the weapon equip and sheath system after adding the dynamic physics simulation to weapon attachments at the back of the character. Then, I am going to scale down them a little bit when they are attached to the back of the character and scale up when they are equipped.
2019-09-23 17:51:26 +0000 UTC
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