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

Komentáře • 22

  • @88Spint
    @88Spint Před 26 dny +13

    When player get sick of waiting for SC, they make their own :D Love the concepts, really nice stuff :D

  • @mountieman18
    @mountieman18 Před 22 dny +2

    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!

  • @wokarol
    @wokarol Před 26 dny +4

    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"

  • @rogue-ish5713
    @rogue-ish5713 Před 26 dny +3

    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

  • @Sail0rGooN
    @Sail0rGooN Před 25 dny +1

    That radar system is veeeerrryyy impressive

  • @coenw7497
    @coenw7497 Před 26 dny +1

    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! 💯

  • @JohnLogostini
    @JohnLogostini Před 26 dny +1

    Love your progress nice work on the stations

  • @Jawazplebs
    @Jawazplebs Před 24 dny

    Keep it coming, LevelCap. Thanks for the update.

  • @HevonCZR
    @HevonCZR Před 26 dny +1

    Man, really liking your Game project, keep it coming! I wish good luck to you and the team!

  • @homelessrogue
    @homelessrogue Před 26 dny +4

    The radar is looking good. Did you encounter a big perfomance hit from all those raycasts?

  • @TripTilt
    @TripTilt Před 26 dny +1

    very nice. I love ailantd's work!

  • @kairu_b
    @kairu_b Před 26 dny

    Beautiful

  • @kelseyastra9607
    @kelseyastra9607 Před 23 dny

    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

  • @savmass
    @savmass Před 23 dny

    @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?

  • @shababhoque8761
    @shababhoque8761 Před 26 dny +1

    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.

  • @Dagonius.
    @Dagonius. Před 26 dny

    😊

  • @MirceaPrunaru
    @MirceaPrunaru Před 26 dny +21

    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.

    • @DutchdaveTanktastic
      @DutchdaveTanktastic Před 26 dny +2

      This^

    • @LevelCapGaming
      @LevelCapGaming  Před 26 dny +2

      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.

    • @MirceaPrunaru
      @MirceaPrunaru Před 25 dny +2

      ​@@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.

  • @CGDJay
    @CGDJay Před 26 dny

    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 😅

    • @LevelCapGaming
      @LevelCapGaming  Před 26 dny +1

      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.