MAY 2024 - DevLog - Reaching the AAA environment quality
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- čas přidán 29. 08. 2024
- Another month, another recap ;)
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Twitter : / guedingames
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- Unreal Engine 5.4 Upgrade
- Landscape Tessellation
- Megascans & ZBrush Workflow
- Procedural Scattering with Houdini
- Tree Generation & Optimization
- Runtime Virtual Textures (RVT)
#GameDevelopment #UnrealEngine5 #IndieDev #Houdini #Megascans #ZBrush #ProceduralGeneration #LandscapeDesign
Neat - personally I like the character look but the landscape is to real looking in my view. Keep going
I'm just a gamedev, I like the DevLogs to see how much progress you made, I don't need technical videos.
Either way, the character looks so good in this environment already, keep it up! 👊
I see, maybe it does go too much in the technical deep
this is the first vid I see of you, and I'm here to BEG you to keep showing this highly technical dev blogs.
I have no idea how ur doing half of it, but knowing it CAN be done gives me clues as to where to start implementing these little, but important details into my own project.
The artstyle and mechanics are of course important, but the little things like the stone scattering and individual branches moving really sell the hole package :)
I'm really glad you found those talks interesting. When I work on my project and find cool tricks I enjoy sharing them, but I was worried people who feel it's too technical and unintelligible.
Thank you for the kind words ;)
@@SilkroadProjectGame is only unintelligible when u bring out Houdini, and its black magic practices that no mere blender noob plebe can understand
@@SilkroadProjectGame sorry to ask you, but is there any place, course, or maybe series in YT that you would recommend to learn deep combat system similar to what you have? yours looks amazing (love the camera trickes you pulled off) so thought that maybe you learn it somewhere. I haven't touched combat yet, so thought you could have some ideas where to start that wasn't just "How to pick up sword' tuts... cause there's a million of them alrdy :(
@Tenchinu hmm, I would have difficulty pointing toward just a tutorial in particular. I struggle a lot with the camera, mainly because I wanted something too specific to find a tuto.
If you're starting with blueprint, I'm sure you'll have no problem finding plenty of starting a tutorial. After that, the channel I like to check is Thomas Wadstein, that has almost a video for each of the blueprint nodes
@@SilkroadProjectGame yeah, there are a LOT of basic, starting tuts on combat, but maybe I was cheating a bit asking for a single full one. lol. Thank you very much! I'll try and research, and in the mean time, keep watching ur progress :)
Well done mate! Loving the progress.
(It's Vice from Gameartisans days :) )
Thank you man! How are you doing?
@@SilkroadProjectGame All good, all good.
Vehicle art for living, UE and 3D printing for fun when I get the time :)
great work, it takes years of experience to make game by solo , from art to programming.
wish i can reach your complete level in a couple of years time, and all the best for your project.
It looks amazing bro
Really, it looks AAA Game
Thank you man ;)
Really neat work. A lot of the tech is really cool to see.
lets gooo bro going strong W
Love the progress this is such a fun and lightweight devblog!
I wanted to mention something that you might/might not agree nor address, but I feel that the character moves too fast for how the running animation is, so I think that slightly increasing the animation speed might give the character a feel of a fast ninja as now it feels a bit floaty IMO
Thank you man, yeah I do agree the running animation is maybe too slow. I'll definitely tweak that later
I love it
omg this looks gorgeous you really cooked this game
nice 😀
Hi hi, came from your aot fan game
SHEEEESH
Amazing, did you make it all by yourself? From model to animation, environment and of course coding too???
Yep, I have been in the industry as a character modeler and technical artist for more than a decade so luckily I already had a good base
Love your work, gives me similar vibe to many things I love, like JSR and TekkonKinkreet. I was wondering, as a solo indie dev, how do you use tools like Houdini and- Zbrush was it? Do we have to get full expensive subscriptions for all these things or is there some sort of deal/bargain price at particular times?
Thanks, that's good references indeed!
As for the software, I bought Zbrush a very long time ago (update 4R2) and pixologic usually made free updates until they were bought by Maxxon. I'm just using my old perpetual license. Same thing for Substance suite and Adobe, I'm still on the 2022 update bought on steam.
For Houdini, I'm paying the subscription for the indie version. That's probably the most expensive software I'm using right now
@@SilkroadProjectGame Yeah I love that part of Japanese design, as well as European BD comic art like Moebius and Bilal where the environment is well thought out and the character designs have a lot of style. Your game is definitely the kind of thing I’d be interested in due to the visuals, and your combat looks amazing- I can tell it’d feel satisfying to play. Well done! Thank you for the detailed info about the software. I know there’s a lot of ‘free’ stuff like Unreal, and really free stuff like Blender, but so much other (seemingly essential) stuff has expensive subscriptions nowadays that it can be intimidating for a pauper like me!
Thanks for the kind words!
Yeah, I can't say I love those subscriptions trend in software. Especially for software that barely adds features over time (looking at you Photoshop!)
GOTY looking good
Does Houdini allow you so auto UV meshes? But a usable way.
And not like unreal engine modeling tools
I didn't try Unreal UV tools, but it's probably similar results. Since I'm texturing in Painter, nice UV layout is usually not a big issue for me. I can use tri planar projection when I need to apply grain, and on most cases for organic meshes like rocks, uv seams are not obvious. It can be an issue with some shader effect though so usually it depends of situation
@@SilkroadProjectGame I see. Learned I need to get Houdini for my game from your video. Thanks mate
@@SilkroadProjectGame yeah figured so also I. Used messed up UVs sometimes from unreal meshes I create. I just create the whole buildings and use their bool lean tools from mega scans to cut out windows and add bevels.
Then I take it to substance to texture it all. Quick ass details and AAA workflow.
Just thought it’s unprofessional if the UV layout is all jagged up. But gamers don’t care about the layout.
@@gil6970 Yeah I also feel dirty, but at the end, if nobody notice it ingame, I can live with that :D
the ground is a bit too raw and plain
it lacks a bit of variations and pathways
Red Dead Redemption 2 will be very good reference for the amount of detail for AAA terrain
I can't find a business email for you anywhere, have been on all your social media pages. Is there anywhere I could submit a demo reel to you. I'm a voice actor and would love to provide some voices for SILKROAD or possible future projects of yours. I would love to work with you, the game looks great, and the combat looks clean!
Thank you. It's still too early for me to consider voice for the game. I didn't even write a line of dialogue yet :D When I'll be ready and be looking for talents, I'll make a public announcement. Thank you again for the support
@@SilkroadProjectGame Awesome I will keep a look out. Keep up the great work!
Love it but the character art and environment art are too far apart. Hyper realistic environment with cartoonish character isn’t the best combo