The Mega Jam is now over and everyone is waiting for Epic to reveal the winner. Needless to say, we were extremely excited about participating in it. Seven days of hard work allowed us to create a tiny game, that we are really proud of and would like to show it to the world. This month’s game jam theme was „Standing on the shoulders of giants”. It’s great how guys at Epic come up with topics with wide field for interpretation! Both literal and metaphoric 🙂
So what (R)evolution Jumper is all about? Go ahead and watch the gameplay video!
In this article I’m going to show how to create realistically looking rocky surfaces covered with sand in Unreal Engine 4. Most basic approach is to linearly interpolate two textures based on some designer defined value(i.e.. vertex painting). While the effect looks acceptable in some cases, there are situations where simple blending breaks the realism. One such situation will occur when trying to mix sand with gravel or rocks.
In this tutorial I will present a way of creating outline effect for meshes inside UE4. There are two popular methods of creating outline/stroke effect around objects in the game:
Render mesh twice. Draw first mesh with a standard material and then draw second mesh with slightly higher scale and emissive material.
Add outline to objects in post-process using edge detection
I’ll focus on the second method, as it requires very little effort to integrate it into existing projects. This tutorial assumes, you are familiar with basics of Unreal Engine 4 and it’s systems (material editor in particular). If you wish to fully understand how to implement edge detection algorithm as UE4 material, some basic image processing knowledge will be useful.