What can one developer achieve with a single texture and the power of UDK? Talented 3D artist Tor Frick explains his crafty ways in this interview. Download the content from this cool sci-fi lab environment now!
At the Game Developers Conference 2012, Epic revealed the latest features and tools developers use to make award-winning games big and small with Unreal Engine 3. Check out the new trailer!
'Epic Citadel' for Flash released
Originally launched for iOS devices, it’s now possible to navigate the beautiful 3D citadel realms of “Epic Citadel” on the web at unrealengine.com/flash. Flash support is available to full source, commercial UE3 licensees.
March 2012 UDK Beta Upgrade Notes
New Features and Functionality
Actors will show regardless of layer visibility when in G mode
Before using ‘autoexpandcategories,’ the property window will first check to see if layout info has been saved
New ‘Create Sub-Archetype’ feature added to Unreal Content Browser. Right-click on Archetype assets to create sub-archetypes
Sound Actors can now be found inside Content Browser
Added a ‘WorldPosOffset’ category to the Material Editor's context menu
Changed the material editor to only update the previews when the viewport’s real-time flag is toggled, or mouse over while the expression’s preview real-time radio box is toggled
Converting a Constant 1 Vector into a Parameter now behaves correctly
Added functionality for updating a physical material when assigning a new material interface
Material instance parameter groups no longer show up when none of the nodes in the group are connected
Post-process editor improvements
Node color now represents the linked status (green = linked, red = unlinked)
Ignores node connections of different types (has to be 1 Input and 1 Output), and reorders them accordingly
Only marks the package as dirty when the effects order has been modified
Mesh Paint: marking an actor's ‘bHidden’ flag will no longer prevent it from being painted on
Texture paint workflow automation will now allow you to duplicate textures and hook them up to a new material instance with a single button click
Refreshing the list in Unreal Frontend so it no longer looks just for additional devices, but all devices attached. This prevents devices used previously showing, even though they may no longer be connected
You can now use the ‘Screen Capture’ option in Unreal Console to take a screenshot
hmm the last few updates where kind of hinting at it but now it sure seems like UDK updates have lost momentum. I thought that was because of the flash implementation into it but the release notes kinda suggest otherwise. heh