Concept Art To Unreal Game Asset - Space Game Devlog #19
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- čas přidán 13. 06. 2024
- Today we explore the process of turning a concept sketch into an in-game asset and also our new navigation ring system!
Join the discord server to follow along with the rest of the progress. / discord
Watch the rest of the Devlogs here! • Devlog
Game Collaborators:
Checkout John Logostini / @johnlogostini
Checkout Jonas Hagenvald jonashagenvald.artstation.com/
Checkout Panzerv1 / panzerv1_dev
Checkout Milkmans ArtStation ebrowning.artstation.com/
Checkout Booper boopermusic.bandcamp.com/
Checkout Uraih's CZcams / @uriahgnu
Scralar on Discord
Checkout Ailantd / @ailantdsikowsky
Timestamps:
00:00 - The Concept Phase
01:45 - The Production Phase
03:20 - Unreal Refraction Material
04:00 - Rotator Material
05:20 - Proximity Ring Added
07:53 - Next Steps
#unrealengine #unrealengine5 #unreal - Hry
When player get sick of waiting for SC, they make their own :D Love the concepts, really nice stuff :D
I use to watch LevelCap all the time back in the day. BF3-BF4 era. I was a kid/young teen. Didn't watch much at all after 2015ish probably. 10ish years later, I've been working in the games industry for the last couple years as an engineer. Today I discovered LevelCap again with this video. Seeing one of my favorite youtubers from my childhood also pursue an interest in the industry I've wanted to pursue since before I even knew youtube was a thing is insane. Wishing you the best of luck with your game dev journey and I hope it proves to be better than your first experience you talked about in your first video in this series!
Something interesting to consider is maybe having the proximity ring in two modes. One as an "active sensor" with distance info. And second simpler mode as a "passive sensor" which just tells you that there's something in given direction.
The former would represent a laser array, while the latter would represent cameras and windows. Benefit of that would be allowing the player to go stealth, at the cost of not being able to easily gauge distance to obstacles far away. Essentially "semi-blind flight"
That ring design is 🔥 Good job. Missile icon location, I see the team def looked at the Evangeleon references. Sharp! Clean, stress inducing. Love it
That radar system is veeeerrryyy impressive
This is too cool! I am following aliantd for a year now and now you guys are working together, awesome! I really like the radar ring too, awesome stuff guys! 💯
Love your progress nice work on the stations
Keep it coming, LevelCap. Thanks for the update.
Man, really liking your Game project, keep it coming! I wish good luck to you and the team!
The radar is looking good. Did you encounter a big perfomance hit from all those raycasts?
very nice. I love ailantd's work!
Beautiful
So, i think having the proximity ring overlayed on top of the radar contact ring might hurt readablitly. if the radar contact ring was outside/larger than the proximity ring, then it would probably allow for better information hierarchy. you probably already thought of that, tho
@LevelCap I noticed how you were applying the textures directly onto the model. Did you have to do any tweaking of the UV maps in blender before hand or is everything there's no need for it with Surface Painter?
The radar feels like it's giving too much data which might make it cluttered. Also it would be great if it was more clear WHAT the radar is locating, so some text information or an icon would be nice.
😊
Make the model the proper way, have atleast 3 lod's for it and don't be lazy cuz you won't see a big benefit out of nanite on some older hardware as there are a ton of users around the world who are still using a GTX 700-900-1000 entry level gpu that you will just discard or push away because they can't have a stable performance with all those ue5 technologies. Also impostors are a thing you might want to look into since they will save you a ton of performance for things that do not need to be a mesh at a certain view distance.
This^
Currently in the prototype phase the goal is very much to do things quick and cheap otherwise we'll be optimizing way before we know if the gameplay is fun.
Steamdeck is our goal for minimum specs. If nanite becomes an issue we will adjust.
@@LevelCapGaming In prototype phase is good to not invest much time on making models .
Just make some very low poly variants that give you a feel of the shape the silouet of the object because you have to make a lot of objects/models and spending much time now on how many poligons this and that should have is just a waste of time.
I understand that he's relitively new to this but seeing him use a 4K unique texture instead of a trim sheet to texture this kinda thing hurts 😅
Trim sheets will get integrated more as we establish a ship and Station workflow.
Asteroids began with bespoke textures and now they all use the same one with a unique blending map.