We call it UEFN for short."Īlready, Fortnite players spend 40 percent of their play time with creator-made experiences, amounting to billions of hours each year. It's a new PC application that brings the power of Unreal Engine to the scale of the Fortnite audience, deeply integrated with the game with new workflows that PC and all other platforms to create together, fast and fluid. "At the centre of this all is Unreal Editor for Fortnite, available today in public beta on Epic Games Store. These updates bring us one step closer to Epic's vision of a connected metaverse with billions of players enjoy high-quality creations made by millions of developers. "That means new tools to design, develop and publish games, and a new economy that rewards developers. Fortnite is becoming an ecosystem," Epic Games said. "We've been working towards this moment for a very long time. Watch on YouTube A look at the Unreal Engine 5-powered Project M from NCSoft. Speaking of Fortnite, today was the day we finally saw Epic Games' brand new creative toolset for the title, which will allow Unreal Engine 5 projects to be published directly into the hugely-successful game. Designed for use with all game engines, it will fully launch later this year and include asset packs from game developers such as Supermassive Games (with a Dark Pictures pack), or celebrities such as Fortnite collaborator Marshmello, with an 88/12 percent revenue split. Later this year, Epic will merge its various game asset libraries into a single interface, blending together Quixel Megascans, ArtStation, Sketchfab, Unreal Engine Marketplace into. Hellblade actress Melina Juergens took to the stage to show off a live demo of that, and how it was being used by Ninja Theory in the development of Senua's Saga Hellblade 2 - you can see that above. Metahuman, Epic's impressive technology to build digital humans, is getting an upgrade named Metahuman Animator, which can quickly turn performance capture from an iPhone video into an Unreal Engine-powered in-game asset. At the same time, it feels inevitable that a low-fi, hand-coded and modeled game development scene will continue to exist, and perhaps grow as a countermovement.Watch on YouTube A look at the Unreal Engine 5-powered Hellblade 2. I'm sure I can hardly imagine what small development teams will be able to produce in the future using the powerful technology of big companies like this. (We used to call it "indie game development.") Valve and Unity have been big players in making powerful development tools more accessible, too. That vision encompasses lots of different ideas, including stuff like crossplay, but part of the plan is to produce technology that allows more people to make more stuff-growing the "creator economy," in tech industry speak. ![]() MetaHuman Creator might be considered one aspect of Epic Games CEO Tim Sweeney's long term vision for a gaming "metaverse," a vision that just helped Epic pull in another $1 billion in funding. I had to briefly queue to get back in once, but not for more than a minute. Sessions are limited to one hour right now, but you can start a new session right after you get booted, and it automatically saves your work. I've been using it via Chrome, and it reacts very near instantly to my input. I hadn't used this kind of cloud-based software before, and I am reluctantly impressed. There are no requirements to register, but it did take me a day to get the email saying I could jump in. To use this early access release of MetaHuman Creator, you have to sign up on a registration page. That license is quite permissive for small projects: You can use the Unreal development kit free, and if you publish a game made with it, you don't pay Epic any royalties until you've made at least $1 million in revenue. The one rule is that you can only publish characters you make with MetaHuman Creator in Unreal Engine projects, binding them to Epic's Unreal license. But 3D artists can export their MetaHuman characters and edit them in Autodesk Maya or other applications, making them as unique as they want, and then animate them by hand or with their own performance capture, using something like FaceWare. ![]() ![]() The limited hairstyle options and minimal hair customization will give away that a character was made with MetaHuman Creator, and I suspect after a while you might notice recurring nose and ear shapes and skin textures and so on.
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