With the announcement of Unreal Engine 4 going free, a new UT Editor and updated Unreal Tournament comes some new screenshots from Epic Games Art Director Chris Perna. These shots were taken in the map available in the latest build of UT, Outpost 23. Chris took the hi-res shots in Unreal Engine 4 using basic commands that you can use as well.
If you would like to take your shots from in game, you can do so by bringing up the console by pressing the tilde ~ key. Then you type in one of the following commands. You can change the multiplier of the first command and you will get a screenshot x times of your current resolution. The command below will give you a resolution that is twice the size of the resolution of your game.
The second command gives you the ability so set the resolution to any resolution you wish. Remember though, the larger the screenshot the more processing power you will use!
Typing the following will take a screenshot that is twice as big as the screen resolution: HighResShot 2
Similarly, the command below will take a screenshot at 3840 wide by 2160 high: HighResShot 3840x2160
Unreal Engine 4 also has a powerful screenshot tool that will give you flexibility when you take your shots. You can read more about it and follow a tutorial HERE.
Do you have any tips for people trying to take that perfect shot? Post them in the comments below! We’d also love to see screenshots you’ve taken so be sure to share them with us here, on Twitter, Instagram and Facebook!
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Hello from San Francisco! We’re at GDC representing all your hard work with today’s release. This update includes a revamped launcher, a new customized Unreal Editor for UT, and the new Unreal Tournament marketplace. New content includes the Malcolm and Necris characters, as well as Outpost 23, a fun and beautiful map that’s designed to show where UT can go, and give you content to use in your own maps.
The UT marketplace features the game’s first cosmetic items (sweet hats!) and the free Lea map, which was created by community contributor Neil Moore. If you’re ready to contribute, we’ve put together a series of tutorials to help you start making things in the customized editor here http://learn.unrealtournament.com.
The journey over the past year couldn’t have happened without everyone around the world who has contributed to the game in some way, and we hope the modding tools and marketplace will continue to help make the game and the community even better.
We had a fun show this week with special guests Project Lead Steve Polge, Senior Gameplay Programmer Joe Wilcox and Developer Support Specialist Zack Estep. Zack even got his hair cut just for the occasion!
Joe chatted about the HUB and new menus, Steve gave a project update and talked about changes to the Rocket Launcher and Zack let us know how the community is helping with QA and changes coming to the process.
This week, Environment Artist Josh Marlow showed us level asset pieces he created that will be available soon to Unreal Tournament level designers and developers.
Josh explained how the asset pieces can be adjusted, colored and moved to make unique pieces for levels.
Also on the stream, Senior Designer Jim Brown talked about some of the changes in the new Unreal Tournament Launcher and Project Lead Steve Polge gave a project update. In addition, the team talked about how users can start creating cosmetic items for Unreal Tournament. Check out THIS page on the wiki for more information.
Senior Designer Jim Brown and Senior Level Designer Sidney Rauchberger take a look at CaptainMigraine’s level, “DM-Lea”. The duel map is a favorite of the competitive community and you can grab it from the thread on the Unreal Tournament forums. Be sure to check it out and give your feedback in the thread.
Senior artist Pete Hayes shows us the very-close-to-final version of the Shock Rifle, the lastest iteration of the Flak Cannon by KazeonHin-TechAE and some awesome new Sniper Rifle concepts and prototypes by Gooba and Aberiu.