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Unlimited Character Customization, 1 Material! [Prismatica DevLog #11] 

PrismaticaDev
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Big systems require big explanations... I hope you've got a drink and a snack because this feature-length Development Log doesn't slow down!
In this video we take a look at my last month of work, creating a robust character customization system so that Prismatica can be full of unique and colourful characters. This system also allows for individual assets to get much more usage than usual, saving production hours in the long run and also allowing players to really dig deep in to how they appear in game!
The whole setup results in only 2 draw calls per character - one for the entire mesh and one for the singular material that covers it. This is SUPER handy for performance and allows us to have many characters on screen without slowdown, and also makes changing parameters a breeze. I also explain the setup for the UV atlases and how all the huge material functions function. We also jump in to Blender and explore how the different body types for the characters is achieved!
Timestamps:
00:00 Intro
----Character Atlas Shenanigans----
04:30 Material Overview
05:20 Draw Calls SUCK
07:20 No Repeated Instructions
08:55 The Fabric of Reality
15:40 Assigning Slots in Blender
17:10 Atlasing Alphas, not Results
18:00 Variable Texture Atlas
19:45 Modular Character Models
21:40 Texturing an Element
24:15 Contextual Parameter Atlas
28:24 Contextual Damage Effects
----Character Body Type Stuff----
34:05 Shader Displacement Morphs
37:50 Authoring Displacements
44:35 Baking Weights to Vert Colour
46:23 Extra Considerations
----Skeletal Mesh Merging----
48:05 Skeletal Mesh Merging
52:12 Find out more!
---------------------------------------
Patreon: / prismaticadev
Discord: / discord
Twitch: / prismaticadev
Twitter: / prismaticadev
RU-vid: / prismaticadev
----------------------------------------
Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)

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25 июн 2024

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Комментарии : 312   
@tragic_light
@tragic_light 2 года назад
Charlie is gonna end up making an entire fucking game with one material.
@killermartian_3923
@killermartian_3923 2 года назад
its final form
@yassinnoname4535
@yassinnoname4535 10 месяцев назад
I think it's called a texture atlas, used in minecraft and other older titles
@Cattagus
@Cattagus 2 года назад
It literally feels wrong being able to watch this for free. It's incredible, thanks.
@PrismaticaDev
@PrismaticaDev 2 года назад
Haha if you have the means to donate you can subscribe to our Patreon for as little as $1 per month! No pressure, of course. I just make these videos to share information and solidify my own understandings :)
@Fl4kFire
@Fl4kFire 2 года назад
Faxx
@jlovedagod
@jlovedagod 2 года назад
You’re the person who asks for homework at the end of class arent you?
@ColorfulEscapades
@ColorfulEscapades 2 года назад
Shut up and do your own research
@warehousevirtuals
@warehousevirtuals 6 месяцев назад
Im donating wiht my paycheck this month btw @@PrismaticaDev
@misterx4608
@misterx4608 2 года назад
You are a god among men in the unreal community. I really want to thank you for being generous and sharing everything you have learnt. Like another comment has said, I feel rather guilty to feast on such incredible content.
@PrismaticaDev
@PrismaticaDev 2 года назад
Thanks so much
@ShoryYTP
@ShoryYTP 2 года назад
Damn, what a title. Litteraly the best, most competent game developer on youtube
@PrismaticaDev
@PrismaticaDev 2 года назад
I'm blushing hahaha. Thanks for the very kind words :)
@sirsquelching2041
@sirsquelching2041 Год назад
Much of what youre teaching us here is seemingly unobtainable information unless one studies/really gets into it - Or pays for it. Regardsless, you are an absolute treasure, Charles. Much love
@mohammedzawia1054
@mohammedzawia1054 2 года назад
2021charlie: I can add 800 characters into prismatica while still getting 50 fps 2022 UE5 comes out: so I added 10,000 characters and still 120 fps at 4k resolution.
@PrismaticaDev
@PrismaticaDev 2 года назад
Hahaha INFINITY CHARACTERS
@sherifhany386
@sherifhany386 2 года назад
That is hands down the best optimization mindset/execution approach I've Ever seen
@PrismaticaDev
@PrismaticaDev 2 года назад
Thank you! There's still a little bit to go, but I'm really excited on how it's turning out :)
@sherifhany386
@sherifhany386 2 года назад
@@PrismaticaDev It's a promising progress within a short amount of time, keep on going
@SubzeroBlack68
@SubzeroBlack68 2 месяца назад
I understood like 90% of everything you said but felt like my brain was a shot glass trying to catch all the water from a waterfall.
@bigidiot5881
@bigidiot5881 2 года назад
Came for the dev log, stayed for the Runescape music. This project looks great, dude! Stoked to see where it goes.
@PrismaticaDev
@PrismaticaDev 2 года назад
Thank you, Big Idiot!
@zz6838
@zz6838 Год назад
I can't believe that such high-quality tutorials are free. thank you! If this fun game is released on STEAM, I will definitely support it!
@P_Luke_12345
@P_Luke_12345 2 года назад
Your development aside - you're very entertaining and charismatic as a presenter. Damn, instant sub.
@RaYVen1337
@RaYVen1337 11 дней назад
52:53 lul, thanks for the shader displacement explanation!
Год назад
Man, I am blown away by this work. Great job. Pretty cool.
@leeoutdoors2349
@leeoutdoors2349 2 года назад
so exited for it to come out
@jyashi1
@jyashi1 2 года назад
"excited"...
@PrismaticaDev
@PrismaticaDev 2 года назад
@@jyashi1 Nonono, he was so excited that he exited his browser accidentally
@jyashi1
@jyashi1 2 года назад
@@PrismaticaDev Standing up for your viewers... I like it 😂
@Skeffles
@Skeffles 2 года назад
I love how the displacements allow for such a variety of characters!
@cameronvanhook7388
@cameronvanhook7388 2 года назад
I love the art style, and how you've got it all working is complete wizardry to me. Amazing stuff.
@ItsBaffledd
@ItsBaffledd 11 месяцев назад
Incredible concepts that can be used for so much. Thank you for sharing!
@Husmanmusic
@Husmanmusic 2 года назад
It’s so insane how detailed this is
@Quolity
@Quolity 2 года назад
Absolutely astounding Charlie, I've been checking the development of Prismatica every now and then in the discord and the progression is amazing! Can't wait for the full release!
@PrismaticaDev
@PrismaticaDev 2 года назад
Thanks so much Quontity :) Glad you're looking forward to the full release!!
@devilmaz
@devilmaz Год назад
the level of genius and inspiration in this video is just wild. Thank you so much for the deep dive. So many amazing ideas
@marpetakdev
@marpetakdev 2 года назад
Just woke up, saw this video, and must say... Even that I don't fully understand the shader, this DevLog gave me inspiration and motivated me so much to the day! Thanks, Charlie!
@PrismaticaDev
@PrismaticaDev 2 года назад
Really good to hear my dude!!
@lukeagex
@lukeagex 2 года назад
1.5mins in and already super impressed by how well put together your presentation is (mocap presenters), and by how awesome the game aesthetic is!
@acefp7547
@acefp7547 2 года назад
This has expanded my mind- it’ll take me a few weeks to digest everything! Thank youuu for the video
@PrismaticaDev
@PrismaticaDev 2 года назад
Haha I'm very glad!! Hope some of my experiments come in handy :)
@KillerBearsaw
@KillerBearsaw 2 года назад
Absolutely amazing! So excited!
@PrismaticaDev
@PrismaticaDev 2 года назад
Hope you enjoy the video~!
@YourSandbox
@YourSandbox 2 года назад
most promising indie game so far. the quality and complexity of features r just astonishing. expecting to see how things gonna change after release for u guys, it will be huge
@PrismaticaDev
@PrismaticaDev 2 года назад
Thanks Sandbox
@dev_alpha5064
@dev_alpha5064 2 года назад
2 legende in one place ty for the both for all your work to the community
@pzeub
@pzeub Год назад
You're assets are exactly what I'm aiming to build BUT I'm just starting learning game dev. It's a quality i have never been through in any tutorial material. Amazing work!
@sanchezderodrigez5936
@sanchezderodrigez5936 2 года назад
You sparked enthusiasm inside of me. Thanks, man.
@VisualTechArt
@VisualTechArt 2 года назад
It's a pleasure to see stuff that actually make sense in a real production context! You absolutely following the right path and I think with some more care that master material could be made even more efficient :D
@PrismaticaDev
@PrismaticaDev 2 года назад
Thank you! And yep - it's definitely still a WIP. Someone gave me the idea of baking the finished Atlases to very small Render Targets so the atlassing function doesn't have to be run every frame, so I considering people aren't going to be swapping out their equipment multiple times a second I could re-bake it when equip changes. And then all I need to do is add some switches to create a "lite" version for villagers/NPC's in safe zones that don't need all of the gore/damage related stuff
@VisualTechArt
@VisualTechArt 2 года назад
@@PrismaticaDev That's a nice idea. You could also consider adding a ShadowPassSwitch that removes all the vertex animations from the shadows, maybe you'll find out that nobody notices the difference (you could try the same with the Opacity Mask, making the material opaque for the shadows and reducing the alpha tests) :D With the amount of math you have it could even make sense, instead of making another material permutation, to add some actual BRANCH (the if statements that don't get translated to ternary operations you can write only in custom nodes), if with them you can remove a significant amount of instructions they actually work best. One more practical thing I want to suggest, for the Fabric of Reality, to atlas all those params you could use a CustomNode that puts all of them in an array and convert the UVs to a 1D index that fetches from that array, it should be more performant and cleaner
@PrismaticaDev
@PrismaticaDev 2 года назад
@@VisualTechArt You're absolutely right about the Shadow Pass haha I can't believe I didn't think of that!
@zae2193
@zae2193 2 года назад
Ever since that time i had trouble with the Cel shader, iv'e been keeping up with your videos since. And wow! Your game looks fantastic!
@StaredownGames
@StaredownGames 2 года назад
The character does the devlog? BRILLIANT!
@conspiracydawg7196
@conspiracydawg7196 2 года назад
I don't understand how this works yet, but I am determined to. Thanks so much for sharing all this information, it's incredible! I always appreciate your videos, you've accomplished some really amazing things, but a lot of the stuff in this video in particular is really innovative and interesting, and it's a great in-depth dive to some fun places. Thanks again!
@PrismaticaDev
@PrismaticaDev 2 года назад
Really happy to hear that! If you have any questions about anything in particular and why I'm doing it that way, feel free to ask :)
@JoeVonD
@JoeVonD 11 месяцев назад
This is the greatest Unreal education video on the internet. Period.
@Axeguard1292
@Axeguard1292 2 года назад
Your channel's definitely going to blow up soon, man. Keep on keeping on!
@PrismaticaDev
@PrismaticaDev 2 года назад
Haha thank you Ziru! I hope we can get the videos out to help more people :)
@Skyflairl2p
@Skyflairl2p 2 года назад
You truly are a gift to the community my friend, I cannot understate how much of a lifesaver you are with every single video you release.
@PrismaticaDev
@PrismaticaDev 2 года назад
Thank you so much
@Skyflairl2p
@Skyflairl2p 2 года назад
@@PrismaticaDev "Some value" is an understatement haha, I've learned more useful shader techniques from your videos alone than I have from way over 200 hours worth of courses focusing on this exact topic. Seriously, you have a gift worth noting and I say credit where credit is due! Though, I'll probably have to go over this one a couple of times to really wrap my head around it haha.. But honestly this very topic has been puzzling me for months! Cleared up a whole bunch of question marks already! Top work man, and an absolutely MASSIVE thank you! :D
@bingbongbangbingboom
@bingbongbangbingboom 2 года назад
Prismatica is absolutely stunning and I can't wait to play it!
@PrismaticaDev
@PrismaticaDev 2 года назад
Thanks so much Toaster :) We're very excited to release a demo at some point!
@bingbongbangbingboom
@bingbongbangbingboom 2 года назад
@@PrismaticaDev I cant wait!
@mohammedzawia1054
@mohammedzawia1054 2 года назад
OH MY GOD, the devlog is JUST WOW!
@PrismaticaDev
@PrismaticaDev 2 года назад
Hahaha thanks Zawia :P I might have to do a few more of the vTuber segments haha it was a lot of fun
@mohammedzawia1054
@mohammedzawia1054 2 года назад
@@PrismaticaDev 👌👌
@aboley5
@aboley5 Год назад
Dude you're insane, keep it up.
@martelement603
@martelement603 2 года назад
That's really incredible !
@PrismaticaDev
@PrismaticaDev 2 года назад
Thanks Mart :) Glad you like it!
@DavidWKimber
@DavidWKimber 2 года назад
Very cool, informative stuff, thanks much!
@PrismaticaDev
@PrismaticaDev 2 года назад
Cheers David! Hope you learned something :)
@onerimeuse
@onerimeuse Год назад
I loooove this hybrid low/high poly art style you're running with. Looks fantastic! Edit: you did this all in blueprints? And got four drawcalls? This is... So so damn impressive... Man, my mind is blown.
@a.aspden
@a.aspden 2 года назад
This looks amazing. You got a new subscriber. I am going to watch this whole thing later. Thanks!
@PrismaticaDev
@PrismaticaDev 2 года назад
Thanks Andrew! Hope you enjoy it :) Thanks for the sub
@alexleonardkrea
@alexleonardkrea 2 года назад
This is the first video of yours that I have seen. (Now subscribed and liked of course). I think that if you ever made this an asset for unreal and unity it would sell like a game on its own. Incredible work, you have given me a ton of ideas! Thank you.
@PrismaticaDev
@PrismaticaDev 2 года назад
It's definitely a possibility, although I don't think it's "plug and play" enough to sell as an asset since it requires very specific authoring inside Blender and a lot of pre-planning when creating assets. Hopefully this video serves enough as a tutorial for anyone interested in adopting this kind of method though :)
@ForeverNils
@ForeverNils Год назад
Thanks to people like him, new indie game developers can make games :)
@johnmannp7158
@johnmannp7158 2 года назад
This is soo amazing!
@PrismaticaDev
@PrismaticaDev 2 года назад
Not as amazing as YOU and your support
@The_Pilon
@The_Pilon 2 года назад
Hey dude! Just discovered your channel as I was looking for an advanced animation tutorial on Unreal. I'm not looking for advance animation tutorials anymore but for more channels like yours. Cheers! Looking forward the next videos
@cloudwolf3972
@cloudwolf3972 2 года назад
Literally the content I was looking for. I always wanted some reference to know how change a items colors like in Guild Wars 2.
@balthezur
@balthezur 2 года назад
Would you ever do a tutorial on how to set this up? It looks amazing! I am very excited for this game to enter Early Access (if it goes that route).
@GuyWitaGun
@GuyWitaGun Год назад
this is top tier🔥
@suryaprasad3314
@suryaprasad3314 2 года назад
I have no idea about coding. No idea about game development. But even I can tell this is just brilliant.
@PrismaticaDev
@PrismaticaDev 2 года назад
Hahah I'm glad you think so :P Maybe Game Dev is something you'd enjoy!
@martinroland8534
@martinroland8534 2 года назад
Considering that you have not developed a game before your channel is awesome.
@blooey5231
@blooey5231 Год назад
Lol. I love the way you're teaching us using your game dev :)
@samohickey
@samohickey 2 года назад
Amazing! I have just finished creating a dye system for my game... But my material skills are nowhere in the realm of yours. In my dye system I change entire materials for different dyes on the character equipment and my draw calls are poo. Very impressed! 😍 My stuff is toon-like as well, but less BOTW than yours. And mid-poly solid shading. Great food for thought. 🤘🏻👌🏼❤️👏🏻💯💯💯💯
@alf3977
@alf3977 2 года назад
O_O PogChamp!!!! Incredible stuff
@PrismaticaDev
@PrismaticaDev 2 года назад
Thanks Alf!! Hope you enjoyed this one :)
@george87235
@george87235 2 года назад
YO, this is awesome, just discovered your channel
@MA-fh7ui
@MA-fh7ui 2 года назад
game looks sick
@Bunglay
@Bunglay Год назад
i dont know anything about anything but the runescape music... this is very intense
@arturnilin359
@arturnilin359 2 года назад
It's best guide - full process! It's awesome! You;re cool!
@onesilverleaf6781
@onesilverleaf6781 2 года назад
You good sire have blown mine mind with this one.
@sharkpetro2288
@sharkpetro2288 2 года назад
I know it's dumb to think that someone who makes a medieval fighting game doesn't do research but it's still very nice to hear that you know what a brigandine is, because it's quite surprising how many there are of devs who just don't care about the details at all and don't know anything about the subject, sometimes not even the basic things, see the weapon manipulation animations in SCUM as an example of that. Edit: right after I published this I saw how does the brigandine look underneath the cloth, so, I'm sure it's a limitation of the system and you know this without me, but it should be made of little sheets of metal overlapping each other slighly rather than being one piece, it is visible that it's made of pieces when the cloth is in place though.
@PrismaticaDev
@PrismaticaDev 2 года назад
Haha yeah the only problem with having the plates normal map underneath the fabric when it tears is that I would basically need to have 2 textures. I figured that the tearing shouldn’t be entire chunks of the armour that no one would notice unless they were really looking for it haha. I’m a huge medieval history nerd so it’s important to me that all of the armour looks functional, even if it isn’t strictly historical. The benefit is that it’s incredibly easy to animate with realistic armour because it’s literally designed for maximum mobility and segmented around the joints. As for the animations, I study HEMA and have a motion capture suit so we should be looking at some very cool animations down the line! (No spin-to-win ;) )
@sharkpetro2288
@sharkpetro2288 2 года назад
@@PrismaticaDev That's dedication right there, much respect to you, I wish I could stop procrastinating and do something worthy of being called an art piece like your game is. Edit: sounds like I am belittling your work by calling it simply a matter of stopping procrastinating, in fact I do know that you put countless hours and your soul into this, oh and I didn't forget Andrew too, tell him some random dumbass on the internet says hello.
@PrismaticaDev
@PrismaticaDev 2 года назад
@@sharkpetro2288 if you need help preventing procrastination, joining a community and being active is a great way to force yourself to get stuff done. Same with making DevLogs, committing to posting on Reddit a few times a week and streaming! :)
@Fokkusu
@Fokkusu 2 года назад
damn youtube not sending a notification for this one, this is downright impressive. OMG TY FOR THIS MASSIVE PIECE
@PrismaticaDev
@PrismaticaDev 2 года назад
Hahaha hope you learned a thing or two my friend! :)
@Fokkusu
@Fokkusu 2 года назад
@@PrismaticaDev Quite a lot, It was mind blowing from start to finish :)
@codymccarty9327
@codymccarty9327 Год назад
First off, amazing! I think the vertex paint of the "morphs" is a pretty slick workaround of using skeletal mesh merge since morph targets to the merged mesh are not supported. I've been looking at morph targets by calculating the FMorphTargetDelta. Gender, fat, and muscles are the big ones I want to use so RGB 'em on the vertex is a great solution! The only other big one I may want to use is age.
@originalShea550
@originalShea550 Год назад
This was a very good video
@CRUSADERKIVIN
@CRUSADERKIVIN 2 года назад
I bow to you Optimization King.
@PrismaticaDev
@PrismaticaDev 2 года назад
Haha it's a nice rabbit hole to go down :) Definitely learned a tonne from researching optimization!
@FBI-vj3or
@FBI-vj3or 2 года назад
i will definitely go back to this video once i learn a bit of unreal
@PrismaticaDev
@PrismaticaDev 2 года назад
Great to hear :) Feel free to check out all of my Tutorial videos for some broader understanding! :)
@harlow1719
@harlow1719 2 года назад
cant wait!
@PrismaticaDev
@PrismaticaDev 2 года назад
Hope you enjoyed the premiere :)
@hirourk
@hirourk 2 года назад
Funny, that I've been working on the same system for my game for a month now. This is a really powerful thing. You did it very well :) I think I will finish it soon and release it for free.
@PrismaticaDev
@PrismaticaDev 2 года назад
Awesome!! I'd love to take a look when it's done and compare notes :)
@hirourk
@hirourk 2 года назад
@@PrismaticaDevmine is not as cool as yours for sure :)
@SaintRampalSpiritualLeader
@SaintRampalSpiritualLeader 2 года назад
This looks epic
@PrismaticaDev
@PrismaticaDev 2 года назад
Glad you think so!! I'm really happy with how it's all turning out :)
@dr.funnybones
@dr.funnybones 2 года назад
wow, this game is beautiful
@GitGudOrDieTrying
@GitGudOrDieTrying 5 месяцев назад
Hey, thanks for such a great video! Are you considering altering the heigh of the characters? I wonder how parameter like Tall or Short will work with the Shader Displacement, since you have to alter the skeletal mesh so that animation will look OK for characters with different heigh 🤔
@JAXONcreed
@JAXONcreed 2 года назад
This looks so good. I'm almost disappointed that this is a top down battle arena-like game. This would look great as a closer 3rd person game.
@seeksector
@seeksector 2 года назад
Great Job i love it
@ExexDiablo
@ExexDiablo 2 года назад
Brilliant!
@PrismaticaDev
@PrismaticaDev 2 года назад
Cheers! Hope you learned a thing or two :)
@mannythepirate
@mannythepirate 2 года назад
You're a wizard, Charlie!
@PrismaticaDev
@PrismaticaDev 2 года назад
I'm a whaaat?>??
@DavidWalker-sx3sf
@DavidWalker-sx3sf 2 года назад
Insane! man
@user-sw9ff1ow8h
@user-sw9ff1ow8h 2 года назад
Dude, this is just crazy. The best lesson on RU-vid that I have seen. Although I didn't understand everything. Obviously, we need to review and revise. Especially about the damage system and the localization of impacts. I would also like to draw your attention to such a thing as texture array. In this case, you can use 64 tile materials on 1 texture in 4k. Or 16 materials of 1k. Do not confuse them with texture atlases, since texture atlases cannot be tiled, this is exactly a texture array. A feature for opengl. Perhaps this will simplify the math in your case. I don't know if this feature is available for unreal engine. But this is even in Godot.
@PrismaticaDev
@PrismaticaDev 2 года назад
Hey there! I think the texture array is actually a default setting in Unreal known as "Shared Sampling" where a bunch of different textures can share the same Texture Sample. Also I have a couple of videos that are a bit more in-depth about the damage system (I think the devlog before this one?)
@user-sw9ff1ow8h
@user-sw9ff1ow8h 2 года назад
@@PrismaticaDev Thanks for devlog! This is extremely useful! This methods blow up the brain!
@coda8219
@coda8219 2 года назад
The armour in this game is absolutely incredible,OH CRAP///
@JayCreationsDev
@JayCreationsDev 2 года назад
Just insane stuff
@PrismaticaDev
@PrismaticaDev 2 года назад
Haha when smoothbrain goes FULL CIRCLE!
@literalshark4121
@literalshark4121 6 месяцев назад
jesus im gonna have to go through that again and pay better attention but yeah definately alot to think about. kinda genius honestly. it looks like one of those crazy conspiracy boards im half suprised you didnt open with "Mwahahaha i figuired it out I've FINALLY FIGURED IT OUT!!!"
@PrismaticaDev
@PrismaticaDev 6 месяцев назад
Hahahaha it definitely feels like that whenever I have to open it on stream
@INeatFreak
@INeatFreak 2 года назад
Cool stuff
@kairu_b
@kairu_b 2 года назад
This is high quality
@nocultist7050
@nocultist7050 2 года назад
This shit is epic and I have no more words left.
@royalavelius502
@royalavelius502 2 года назад
runescape soundtrack at the background, nice xD
@SnakeRoadComicsOfficial3677
@SnakeRoadComicsOfficial3677 2 года назад
You had me at *Unlimited*
@PrismaticaDev
@PrismaticaDev 2 года назад
i n f i n i t e haha
@IRONFRIDGE
@IRONFRIDGE 2 года назад
awesome Intro and now the Graphicstyle comes really together. Love how it looks now. For the Intro, you made a Sequencercam and used your car as a VR Pawn? Cool Idea
@PrismaticaDev
@PrismaticaDev 2 года назад
Thank you! I'm really happy with how it's all looking. For the intro, I recorded myself with my Rokoko mocap suit with audio, and then in UE I just played the animation back and synced it when editing.
@PrismaticaDev
@PrismaticaDev 2 года назад
As for the colour changes and stuff, I used Anim Notifies
@IRONFRIDGE
@IRONFRIDGE 2 года назад
@@PrismaticaDev thats of course even better. Cool. I try something similar with VR probably not so accurate but its worth a try. Inspiring 👍🏼
@PrismaticaDev
@PrismaticaDev 2 года назад
@@IRONFRIDGE Yep, you can definitely get a good starting point with VR methods :) Especially if you have a way to edit the animations!
@mattmurphy7030
@mattmurphy7030 Год назад
Blueprint Assist, my friend! Ctrl-D
@CortVermin
@CortVermin 2 года назад
holy smokes. big brain man.
@LookItsCollin
@LookItsCollin 2 года назад
SKELETAL MESH MERGING YESSSSSSSSSSS MY VERY MILD CAMPAIGNING FOR THE FEATURE PAID OFF
@PrismaticaDev
@PrismaticaDev 2 года назад
Haha it's a life saver!
@lorryburger8165
@lorryburger8165 2 года назад
Thank you sir!
@PrismaticaDev
@PrismaticaDev 2 года назад
My pleasure! Sharing is caring :)
@notepan
@notepan Год назад
Awesome video ! I've literally binged your whole channel in the past few weeks, all your videos are top quality. Thanks for what you're doing. One question though, which plugin do you use for skeletal mesh merge? And does the materials of each mesh automatically merge into the final material, or you need to do a bit of legwork to set the parameters by yourself?
@PrismaticaDev
@PrismaticaDev Год назад
Hey hey! I used to use a marketplace plugin called SKmerge, but there's a vanilla one included with Unreal 5 that I use now (you still have to enable it in plugin settings) As for the materials merging - if the default materials on the meshes are the same then it will merge them all in to 1 material slot. For the parameters, they get set manually each time I equip a new item. There's a lot of organization and planning that goes in to it haha
@notepan
@notepan 11 месяцев назад
@@PrismaticaDev damn I didn't know there was one included in UE, there's absolutely no information about that anywhere 😮 Thank you again, now it's time to build that material !
@notepan
@notepan 11 месяцев назад
@@PrismaticaDev Alright last one 😅 : is it possible to transfer cloth simulation from the individual sk meshes to the final merged mesh? I'm pretty sure I've seen your character's cloak simulating physics, but I can't find a way to make it work
@PrismaticaDev
@PrismaticaDev 11 месяцев назад
@@notepan The plugin I used to use sort of did that, although the cloth-enabled meshes had their own material slot. So it's possible, but I don't know how to do it manually haha. The easiest way would be to use a Master Pose for just the cloth-enabled stuff
@DGlesterHadunkichud
@DGlesterHadunkichud Год назад
😂 forgot and was instantly reminded that you have a mo-cap suit.
@b-wall7527
@b-wall7527 2 года назад
Would you make a step by step tutorial on how to set a material like this up for your character? Just the basics.
@asdfasfeawefasdfada9567
@asdfasfeawefasdfada9567 2 года назад
Priceless info. Very useful. It would be nice some advice about 01:10
@davidtaylor8195
@davidtaylor8195 Год назад
I have heard that in MMO's they get chars down to one draw call and for the life of me I couldn't figure out how. This is amazing THANKS
@alexanderkartashov8776
@alexanderkartashov8776 2 года назад
i really like your channel ^^
@PrismaticaDev
@PrismaticaDev 2 года назад
I really like your comment! :)
@SHA3DOW_
@SHA3DOW_ 2 года назад
You the best!
@PrismaticaDev
@PrismaticaDev 2 года назад
Thank you!! Really appreciate the support at always :)
@pooman5380
@pooman5380 2 года назад
Nice skirt of plates most game devs won't even consider that attention of detail when it comes to armor configuration
@GwenChanteVent
@GwenChanteVent 2 года назад
Hey Charlie ! That approach is very smart, did you come to this idea on your own or got inspired by someone else's experience ? Thanks for sharing :)
@PrismaticaDev
@PrismaticaDev 2 года назад
Hey there!! A friend in my Discord server was coming up with some whacky ideas about using Vertex colour to displace characters which is how I settled on the GPU body morph stuff, but most of the other stuff like the Colour Atlas was sort of inspired by games that use colour palettes and shrunken UVs
@captaindeabo8206
@captaindeabo8206 2 года назад
Wow that's an interesting approach. You make things with shader stuff that other would do with separate Meshes and texture files. impressive. The best thing is its scalebly via parameter change in editor and safe both performanc faktors, Memory and realtime calculation times. realy inspiring
@EnricoUniverse
@EnricoUniverse 2 года назад
Looks fantastic man! Sorry I don't have time to watch the entire video, but I do have a question. You can equip different clothes meshes on your characters. Are those meshes just always loaded but invisible or something? So that you can just make them visible with your master-material whenever you want? Or do you actually have multiple meshes per clothing piece.
@PrismaticaDev
@PrismaticaDev 2 года назад
Hey Enrico! The meshes get merged together into a new SkeleMesh at runtime using some C+ stuff. If you skip to the very last timestamp there is a little explainer :) So to answer the question, it's multiple meshes for each piece of clothing but they get compiled into 1 skeletal mesh, which means that it's just 1 draw call for the whole mesh once merged (super good for performance!)
@EnricoUniverse
@EnricoUniverse 2 года назад
@@PrismaticaDev Thanks so much!
@EnricoUniverse
@EnricoUniverse 2 года назад
You said in the video you used a plugin for merging the skeletal meshes, is that a plugin on the marketplace? And if so could you share it?
@PrismaticaDev
@PrismaticaDev 2 года назад
@@EnricoUniverse Yep, it's called SKmodular. Although if you know some basic C++ you could implement it yourself by following along at the bottom of this article docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/
@EnricoUniverse
@EnricoUniverse 2 года назад
@@PrismaticaDev Thank you for the help. Will take a look at it since I'm working on a game with modular equipment myself. :D
@Cryofluid
@Cryofluid 2 года назад
Genius
@PrismaticaDev
@PrismaticaDev 2 года назад
Cheers Cryofluid
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