Hi Byron,

first things first, I think having access to UE4 is awesome and the
chance to dabble with it for free is enough (for me) to invest time in it.

That said, I don´t expect to make money off it any time soon.
I would describe myself as an engine novice and C++ illiterate.

My very personal goals are:
*getting proficient with the engine up to a prototyping functional game&levels skill set. *use the engine to create realtime representations of props&characters (e.g. turntables), feeling comfortable with UE4 specific tools as well as related PBR based workflows. *explore the UE4 feature set for possible use as a cutscene/archviz/previz tool.
*extend my (character)animation skills and rigging skills
*feel comfortable in bringing content into the engine, making it work&look nice.

In a nutshell, extending my existing skillset (as a Modeler, Lighting&Shading Artist)
by one more type of output, the asset working in a game.

Here´s my current favourite help ressources:

Endless Run Prototype
https://www.youtube.com/watch?v=yS-yQfo0lc0&list=PLZlv_N0_O1gbY4FN8pZuEPVC9PzQThNn1
TeslaDev Youtube Channel
https://www.youtube.com/user/TeslaUE4/videos

-

Here´s areas I see other people trying to make money off their skills:

Marketplace:
https://www.unrealengine.com/marketplace

First off the marketplace. Please note that a marketplace listing requires constant updating your advertised content to work with the latest engine version and that average prices asked for content are too low for a commercial endeavour (imho). It´s even worse than the average prices asked for asset in 3D databases like Turbosquid, f.e. Guns are around 30 bucks but a realistic price for an artist´s commercially developed Gun Asset is at least 3500 bucks in time invested.

Imho, there´s no way of making fair money off assets, even when combining 3d databases and the marketplace.

It´s possible for enthusiasts, using free tools and enjoying their hobby but not for a commercially constrained business.

--

I do see a possibility in using UE4/Unity for realtime (HTML5) webbrowser realtime or maybe even previz.

Archviz:
https://www.youtube.com/user/koooolalala
Advanced Lighting Map (uses *.hdr/*.exr multibounce global illumination and PBR materials plus post effects)
https://docs.unrealengine.com/latest/INT/Engine/Content/Packs/index.html

It´s actually pretty rewarding to walk around (in) your own content created for/inside UE4.

--

I guess that makes me an enthusiast.

Cheers,


tim







Am 11.03.2015 um 15:25 schrieb Byron Nash:
What do you all think the viability is for learning something like UE4 and using that knowledge to earn income. I'm speaking mostly about opportunities other than working at a large game studio. What are the use cases in smaller markets or remote working situations?

On Wed, Mar 11, 2015 at 9:35 AM, Nicolas Esposito <[email protected] <mailto:[email protected]>> wrote:

    They're not the only one working on it ;) ...so I guess there will
    be alembic stuff available in short time

    2015-03-11 14:14 GMT+01:00 Francisco Criado <[email protected]
    <mailto:[email protected]>>:

        Hi Nicolas,

        the k&l 360 plugin is gonna be free via github, it would be
        nice if they publish the alembic one too :)

        F.


        2015-03-11 10:01 GMT-03:00 Nicolas Esposito <[email protected]
        <mailto:[email protected]>>:

            I think they used a techinque similar to this
            <http://www.kolor.com/livepano> one, I also notice that
            they made a 360 viewer inside UE4, so I guess they
            combined that with 3d geometry inside UE4 and...well...its
            pretty amazing!

            2015-03-11 13:34 GMT+01:00 Francisco Criado
            <[email protected] <mailto:[email protected]>>:

                It seems this guys wrote an alembic plugin! sweet :)
                http://blog.kiteandlightning.la/
                By the way, their last vr demo "The Insurgent" is
                pretty amazing, still wondering how they incorporated
                the live footage into the engine with that quality.

                F.


                2015-03-09 10:35 GMT-03:00 Gerbrand Nel
                <[email protected] <mailto:[email protected]>>:

                    I don't know about you guys, but for me the
                    coolest thing would be, proper alembic support.
                    I just want to use it as a render at first, so I
                    don't care if the alembic reader is slow, as long
                    as the render is nice and fast :)
                    Building interactive content will come a bit later
                    for me.
                    G

                    On 09/03/2015 07:18, Francisco Criado wrote:
                    Well, this is interesting:
                    
http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66

                    F.


                    2015-03-07 13:27 GMT-03:00 Tom Kleinenberg
                    <[email protected] <mailto:[email protected]>>:

                        Has any idea negotiated a custom deal? That
                        seems to be the most obvious way to get a
                        cap. Obviously, that would be subject to
                        strict NDA's but it would be interesting to
                        know at what level in terms of gross revenue
                        people have been able to negotiate.

                        On 7 March 2015 at 07:27, Eric Cosky
                        <[email protected] <mailto:[email protected]>> wrote:

                            As a game dev, I have some concerns about
                            the royalties of Unreal. It's a fantastic
                            engine that I enjoy very much, and it may
                            very well be the right choice in many
                            cases but I do wish they had a cap on the
                            royalties. If nothing else, the royalties
                            should be carefully considered against
                            the alternatives. I wrote a post
                            explaining my thoughts in more detail
                            here <http://bit.ly/1zAgU6P>. It came out
                            a few days before they cut the monthly
                            fee, but as you will see in the post that
                            cost really was just a drop in the bucket
                            that doesn't change the big numbers.

                            Of course, none of this applies if you
                            aren't subject to royalties which is
                            bound to be a good percentage of people
                            in this list.


                            On Wed, Mar 4, 2015 at 2:19 AM, Adam
                            Seeley <[email protected]
                            <mailto:[email protected]>> wrote:

                                Some more comparisons..

                                
http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/



                                On 3 March 2015 at 21:49, Perry
                                Harovas <[email protected]
                                <mailto:[email protected]>> wrote:

                                    Thanks everyone.

                                    So (just to be clear, because i
                                    don't think I was) I was trying
                                    to get vertex level animation
                                    (not morph targets) into UE4.
                                    So I want to rig and envelope a
                                    character (or object) in another
                                    app (like Soft or C4D) and
                                    animate it with bones.
                                    Then I want to cache the
                                    animation of the deforming mesh,
                                    and export that out to UE4
                                    without the bones, just the
                                    animated mesh.

                                    I wanted to avoid FBX because,
                                    well, it is FBX and has been
                                    horribly varied and spotty with
                                    regards to stability and
                                    reliability over the years.
                                    Alembic is lighter weight, faster
                                    to load large caches, far more
                                    stable and reliable (although
                                    this is, of course, also partly
                                    dependent on the target application
                                    that hosts the importer).

                                    The only reason I mentioned morph
                                    targets is that many people that
                                    were users of UE4 had suggested
                                    that the way to get vertex level
                                    animation
                                    into UE4 was by using morph
                                    targets and doing one morph per
                                    frame manually. Seemed a bit
                                    stupid to do it by hand, to me.

                                    Am I being ridiculous to not just
                                    use FBX? Does FBX work well with
                                    vertex animation?

                                    If I was near my machine I would
                                    just try it myself, but I won't
                                    be for a while.

                                    Thanks again

                                    Perry



                                    On Mon, Mar 2, 2015 at 4:47 PM,
                                    Francisco Criado
                                    <[email protected]
                                    <mailto:[email protected]>>
                                    wrote:

                                        Hi Perry,
                                        you can import animated
                                        models and characters wih
                                        fbx, and you have two ways,
                                        with the animation embeded or
                                        importing animations
                                        separated and then aplying
                                        them in different ways.
                                        I had an issue with an
                                        animated rope through nulls
                                        like skeletons and didnt go
                                        to well, but i'm new to
                                        unreal too so there must be
                                        some way i don't know yet.
                                        Morph targets are quite
                                        simple, on unreal engine
                                        youtube channel there is a
                                        lot of info.
                                        Nicolas, what do you think?
                                        Hope it helps.
                                        F.

                                        On Monday, March 2, 2015,
                                        Perry Harovas
                                        <[email protected]
                                        <mailto:[email protected]>>
                                        wrote:

                                            I have been using UE4 for
                                            a month or so as well,
                                            and really enjoy it.

                                            One note, as far as I can
                                            tell it does not yet
                                            support Alembic import,
                                            so getting character
                                            animation (or deforming
                                            geometry animation) into
                                            UE4 is either done
                                            via a skeleton (not as
                                            painful if the animated
                                            geo is a character I
                                            suppose), or
                                            a series of one-frame
                                            morph targets to get
                                            animated deforming
                                            geometry to work.
                                            I have been told this is
                                            the way to do it, but I
                                            have yet to attempt it as
                                            it sounds very painful.

                                            Anybody using it that can
                                            verify that, or did I
                                            miss something?

                                            Thanks,

                                            Perry


                                            On Mon, Mar 2, 2015 at
                                            3:13 PM, Nicolas Esposito
                                            <[email protected]> wrote:

                                                HTML5 has been added
                                                recently, but
                                                consider that the
                                                engine is quite new
                                                and the iOS/Android
                                                stuff is not well
                                                flashed out right
                                                now...but still,
                                                looks awesome, just
                                                take a look at
                                                Infinity Blade and
                                                the Zen Garden demo ;)

                                                2015-03-02 20:56
                                                GMT+01:00 Francisco
                                                Criado
                                                <[email protected]>:

                                                    Eugene,

                                                    Unreal exports to
                                                    Android, IOS,
                                                    Linux and Windows.

                                                    F.


                                                    2015-03-02 16:35
                                                    GMT-03:00 Eugene
                                                    Flormata
                                                    <[email protected]>:


                                                        does ue4
                                                        output to
                                                        ios/android/
                                                        windows/
                                                        osx/html5
                                                        same as unity
                                                        does?

                                                        On Mon, Mar
                                                        2, 2015 at
                                                        11:31 AM,
                                                        Saeed Kalhor
                                                        <[email protected]>
                                                        wrote:

                                                            LoL..
                                                            Just
                                                            after 5
                                                            days i
                                                            paid for
                                                            first
                                                            month
                                                            subscription
                                                            it become
                                                            free.
                                                            Amazing!





--





--




                                            Perry Harovas
                                            Animation and Visual Effects

                                            http://www.TheAfterImage.com
                                            <http://www.theafterimage.com/>

                                            -25 Years Experience
                                            -Member of the Visual
                                            Effects Society (VES)



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                                    Perry Harovas
                                    Animation and Visual Effects

                                    http://www.TheAfterImage.com
                                    <http://www.theafterimage.com/>

                                    -25 Years Experience
                                    -Member of the Visual Effects
                                    Society (VES)







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