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PODCAST #2 - Lançamentos de 2012

 Olá pessoal,


   Esse é o meu primeiro post aqui no Blog UDK Brasil, sou o CaioSlash ,dono do canal no youtube NONSENSE Videos. Como é meu primeiro post,postarei o meu vídeo (em forma de PODCAST) sobre os lançamentos de games em 2012.


 Então pessoal, espero que tenham gostado. Dêem like,favoritem e não se esqueçam de se inscrever no nosso canal.


Abraços
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Download UDK Beta de Janeiro de 2012

Epic Games Releases January 2012 Unreal Development Kit Beta

Epic Games, Inc. has released the January 2012 Unreal Development Kit Beta, the latest version of the free edition of Unreal Engine 3 that provides access to the award-winning 3D game engine and toolset used in blockbuster video game development, architectural visualization, mobile game development, 3D rendering, digital films and more. The latest UDK beta is available now at www.udk.com/download.

Unreal Engine Showcase: Chivalry: Medieval Warfare

Developed by Torn Banner Studios using UDK, Chivalry: Medieval Warfare is a multiplayer melee combat game that was recently named a top pick in IndieDB’s "Best Upcoming Game” category in its Indie of the Year competition. The studio’s president, Steve Piggott, explained how UDK allows his team to stay on the cutting edge of visual technology thanks to regular updates. “Instead of developing a game with an engine for two years and then releasing it with two-year-old technology, developers have the opportunity to launch with the latest version and keep updating it even after release. That's a really powerful thing.” Read more.

We have showcases of some of the most outstanding video game, architectural visualization, and mobile apps using UDK at www.udk.com/showcase and www.unrealengine.com/showcase. Also be sure to check out the Works in Progress and the Released Projects forums.

January UDK Beta Upgrade Notes

Simplygon Mesh Proxy Tool

  • New Simplygon Merge Tool for combining static meshes

    • Grouped static meshes can be combined into a single static mesh
    • This can greatly improve rendering performance
    • Materials/textures are automatically collapsed and new UVs are generated
    • This tool is fully "non-destructive" - you can modify meshes and remerge, and roll back changes if needed
    • Documentation can be found here

Unreal Landscape

  • Allows you to paint textures on static meshes interactively in the level viewport

    • Holes of any shape can be cut into the landscape, allowing designers to create entrances to caverns and other features under the landscape
    • The visibility tool can remove or replace individual quads at the highest LOD resolution, with collision added or removed accordingly
    • Holes are rendered per-pixel, independently of LOD, so distant holes retain their shape
  • Added the ability to save foliage settings to packages and to share them between levels
  • Added tool to change component size for existing landscapes
  • Hide unused landscape UI when no landscapes are available

Pivot Painter

  • A new 3ds Max tool that automatically generates pivot points for mesh vertices, allowing for advanced foliage animation and other effects

    • Documentation can be found here

iOS Rendering

  • Added support for color grading

  • Documentation can be found here

Unreal Editor

  • Added a "Reconnect" button to the "Checkout packages" dialog
    • The function is disabled when a valid connection is established
    • Upon reconnect, the login screen will appear if the connection failed
    • Once the connection is restored, the "Checkout" dialog is reloaded
  • Altered behavior of the "Convert to Static Mesh" operation
    • It not only builds a model from the selected static brushes
    • It also builds dynamic brushes (which includes volumes) and builds from the builder brush (if selected)
    • It treats these as if they were like additive BSP brushes
  • The autosave time is now simply paused during PIE instead of reset
  • The editor is now more responsive during lighting builds
  • Added a context menu option when selecting multiple actors for assigning the material selected from the content browser
  • Auto content saving is now enabled by default for new users and 'content packages to save' can now be specified in the ini
  • Lens flare visualizations will now appear when a lens flare actor is created and will update if any visualization properties are changed on the template lens flare
  • Made the color picker dialog not modal when changing preview background color for textures
  • Unreal Matinee slow-mo tracks will no longer effect viewports in other sub-editor windows (such as Unreal Cascade)
  • Made the wireframe rendering in orthographic viewports consistent in both DX9 and DX11
  • New packages in Unreal Content Browser are now removed from the “New Packages” collection once they've been saved
  • Fixed the Touch Input Kismet” event in Unreal Kismet so that it sends the proper X and Y values
  • When in Kismet’s hit-testing mode, the Kismet block nubs are drawn bigger to make them easier to select without taking up more screen space visually
  • Enabled the “Paste Here right-click menu option for nodes in the Material Editor

Misc

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Creating an AnimTree for UDK for your character








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EVENTO VGA PREMIO PARA OS MELHORES GAMES DO ANO

Vídeo Game Awards 2011

SPIKE
2011 Video Game Awards - Episode 101
www.spike.com
Spike Full EpisodesSpike Video ClipsSpike on Facebook


O 2011 Video Game Awards, organizado pela Zachary Levi, é a maior noite do ano em jogos. Apresentando trailers estréia mundial, toneladas de celebridades e uma apresentação doBlack Keys. (01:25:12)



SPIKE
Marcus Fenix of Gears of War 3\'s Character of the Year Acceptance
www.spike.com
Spike Full EpisodesSpike Video ClipsSpike on Facebook

Vídeo Game Awards: Marcus Fenix ​​de Gears of War 3 Personagem do Ano da Aceitação

Veja o discurso de aceitação de que Gears of War 3 personagem Marcus Fenix ​​teria feito se ele ganhou Personagem do Ano no Video Game Awards 2011.



SPIKE
Nathan Drake of Uncharted 3\'s Character of the Year Acceptance
www.spike.com
Spike Full EpisodesSpike Video ClipsSpike on Facebook

Vídeo Game Awards: Nathan Drake de Uncharted 3 Personagem do Ano da Aceitação


Veja o discurso de aceitação que Uncharted 3: Drake Deception caráter Nathan Drake teria feito se ele ganhou Personagem do Ano no Video Game Awards 2011.
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UDK iOS Produção Game Mobile Completo

UDK 3 iOS Produção Game Mobile Completo

Observação : para visualizar sem problemas os videos recomendo Explorer ou Mozila.




Todas as aulas estão em um host por falta de opção de hospedagem

Clique na imagem abaixo e boa aula



UDKBrasilGames

duração: 5 horas
Arquivos de projeto: Unreal Mapa e pacotes do nível final.

Toda a produção de criar um jogo usando UDK iOS.Sjoerd começa com uma cena em branco, depois com a colocação de malhas personalizadas e, em seguida, vai para materiais de móveis, partículas, sons, e nevoeiro.

Sjoerd então demonstra a configuração do avião, a criação de um joystick para controlar o avião, adicionando botões de velocidade / fogo, criação de alvos terrestres utilizando destroyable prefabs, acrescentando um sistema de pontuação e os limites do tempo, criando o HUD completo e compilar o final.


AdreneT 3D
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VFX Tutorial

Aprenda a fazer efeitos visuais como explosões para seu jogo!












Post por Matheus Willian
Tutorial por gizm0san
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