Recreating Metroid Prime's HUD Visual | Mix and Jam
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- Опубліковано 24 лип 2019
- Support Mix and Jam on Patreon!
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PROJECT REPOSITORY
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github.com/mixandjam/MetroidP...
REFERENCES
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Vitor Moreira's Instagram (3D Assets)
/ vitorm.95
EXTRA FOOTAGE
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Metroid Prime 2: Echos pt.1 (NEW upscaled HD texture pack)
iamthegr34td3str0y3r
• Metroid Prime 2: Echos...
MUSIC
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Metroid - Mix And Jam Brinstar Theme (Zack Sheppard Remix)
/ brinstar-theme-mix-and... - Ігри
"...I then downloaded this incredible model of Samus!"
*Proceeds to disembody model needing only cannon.*
🌿👀🌿
Long live the cannon
Carrow 🤣🤣🤣 I laughed
The post processing always makes everything look so good.
Agreed
@Alex Madison postprocessing is done on CPU isn't it?
I'd like to see a tutorial on that alone lol
Kuma Suna bloooooooooooooooooooooooooooooooooooooooooooooooooooom
Hey, that's my Samus model!! Great video and thanks for the little shout out, really cool seeing that model get some use :)
Hey, it’s you!!
I should be the one thanking you - that model looks fantastic and it helped me out a bunch!! Seriously great job! Thanks for watching the video!! ♥️
@@mixandjam Thank you so much! Glad it was helpful 😎 Keep up the good work!!
You did Prime so much justice!! Amazing video as always, and thank you for all the camera / canvas lessons in this one. :D
Honestly just binged all your videos theyre so damn good! I'd love to see you either recreate a swinging mechanic like in the Spiderman PS4 game, combat from the Arkham series or the portal gun from Portal.
Absolutely incredible. I wish I knew about your channel sooner when I had to do Unity stuff for Uni.
Edit: Have you thought about Mario Galaxys Planet mechanic? Like the gravity on the smaller planets, when you jump you get pulled towards the closest planet.
thats a sick idea actually
Uni ty
It's really good, you don't handhold the viewer, instead you just describe the general steps
Love this so much!
Thanks to your video, I learned that UI Canvas could be treated as Texture on an object rather than making a complicated pseudo UI from scratch using non UI object. :D
This was a really cool video! Keep up the good work!
Yaaay! More Mix&Jam content! High quality and intuitive as usual, keep it up!
Amazing work as always. Your ability to break down complex visuals into simple parts is amazing.
The more I see things done with the Unity's particle system... The more I see I have to study it properly. Amazing job, Andre!
I like how you deconstruct simple things, that most of us gamers wouldn't think about it while playing, and give a informative walkthrough behind how to make it. I may never make a game, but this is still interesting content!
The content just keeps getting better, love the work mate. :)))
Great video as always! High quality content!
I love these videos!!! I'm always so excited when a new one comes out!!!
The idea of the cameras was awesome, such a source of inspiration. Congrats!!!
Inspiring af, my dude. Great job!
Amazing work André! Your videos are absolutely inspiring
the material created from the rendered texture trick is neat
I'm starting to learn unity by myself before enrolling to a game development course to get a grip before and your channel popped up one day in my recommendations, one of the most satisfying channels to watch, keep it up!
thanks man for this! keep up the good work!!
You make it look easy, you're so talented!
You are so talented and amazing!
Great and fun tutorial to watch as always, keep it up!
God knows how long I waited! Great video, as always
good job man, another good one
You're awesome, dude! Got a lot of motivation to do stuff in Unity.
Fantastic, man. Love your stuff.
I'm in love with you channel man. Is amazing.
another awesome vid bro!
Another Mix and Gem! ;)
Am so glad I found this channel! You've got a sub!
Nice work!
Another good one. Bravo.
my man you're amazing, if you run out of content you can do some tutorials based on all your previous videos
That is so amazing, Thanks
This is amazing! Looking foward to a Zelda top down video! Keep it up
best channel out there !!
Awesome!!
Parabens cara, eu sigo teu canal desde o seu 1º post la no reddit de Unity Dev e deste então vc só tem demonstrado avanço!
Another awesome video and thanks for sharing source codes for free to everyone.
Interesting tidbit: The original code for the arm canon used particle systems to achieve the same effect. So your implementation is well within the same spirit.
Your hud lag implementation is fairly close as well.
Did You work for retro studios ?
@@junosoft No, but I've been reverse engineering the game for the last 6 years.
@@philstephes Amazing. Can you show me?
what a great way to start my day
Good job! Only thing missing which I would have like to see is the UI elements changing
Rail fighting system like Uncharted 4😍😍
Wow, great work!
That render to texture trick to make the hud looking curve was really smart
this looks really awesome. Congrats. I'm always waiting for more videos. Would you do a video on how to make a cinematic in game. Bye
thx!
Nice Video
I love your works as usual! I suggest Arkham Combat System next (as usual XD). Other than that I am really curious if you could integrate this one with God of war's system and do a multiplayer game where one person uses the Metroid weapon and another one uses the axe weapon. Would be awesome!!
André does it again
U r awesome dude
Nice video as always.
Still don't know how you never get around 100k views in one day when your content is so great.
you should try to recreate the reticle and cannons' movement by adjusting the deadzone that turns the camera and making the cannon model follow the mouse.
god damn, that one is awesome.
My and my boyfriend followed this video and I have to say it was quite easy for us noobs. I wish you would have detailed a little more though. I had a hard time making the UI on the glass of the helmet follow a good curve and I couldn't figure what I was doing wrong. I tried changing the focal of the camera, scaling the glass mesh, no luck. I also would have liked more details about the particles, since they are so important in this setting. I knew my way around it already but mostly we had to pause and zoom on your video to see your menus and guess along the way.
We had a lot fun though and I am so trilled to have reproduced the iconic Metroid Prime UI and shoots. Thank you!
wow looks like u have read my comment XD .... I was courious about the visors mechanics but this video is intressing too. Wel done
👏🏻LUIGI'S👏🏻MANSION👏🏻MIX👏🏻AND JAM👏🏻
Nostalgia kicking in 3.. 2.. 1...
nice
Love your work! Could you try to recreate the visuals of the environmental hazards in Divinity OS 2?
Video is awesome like always, yo guy do you know any other channel like mix and jam but for Unreal Engine?
I know nothing but still i enjoy your content
You should recreate the pencil from okami. I'm currently playing the HD version on switch (it's also on PC) and I think it's realy cool visualy. I'd be intrested in seeing how you make particles follow the path of the drawing when taking effect and how to create the paper over the screen effect. Love your videos.
Awesome work as always! May I ask you some advice to get started in using Unity? I tried to get in it but I dropped it because I had to do it in my free time, which wasn't very much with all the studying....
Thanks mate. I am researching about 3D HUDs on unity, and actually cant find much info about it.
Amazing work as always! You did so much more than hud visuals, you essentially provided a start up to a prime fan engine.
What would be really cool would be the demon introduction scenes from Doom 2016.
Here’s what I mean:
In Doom 2016, whenever you meet a new demon (Imp, Mancubus, Pinky, etc.) there’s a little scene where the demon comes on screen, the camera does three little zoom in effects and the demon screams that the character.
Also I’m aware that not all of the demons have that cutscene thing, but a good bunch of them do.
Awesome video as always
Idea: Have you thought about trying to implement one of the bendings from "avatar last airbender" ?
any idea how to make the charge particle for vrchat?
I love your content :) I was wondering if you would consider making video about realistic gun recoil (procedurally generated) like from game Squad or Ready or Not. Thanks
Truely amazing what you can do with unity
Awesome work! How would you do the distortion effect on the fully charged blast?
Search black hole warp shader on Google, then create a similar shader and add it to the mesh of the charged blast.
Maravilhoso como de costume! ^_^
I've recently acquired Unity with one sole purpose and that's to recreate my brother's and I's favorite games, but as one. So we could play our favorite games together. For example. The metroid shooting mechanics are something my middle aged brother enjoys, meanwhile Breath of the wild gameplay is adored by my eldest brother.
Can unity support this? I know that it would be a lot of coding, but I'm determined to do this for them. Your channel has been a great inspiration for me.
Thank you.
Man, I wish I could figure out how things work this easily.
create a soccer mechanic would be interesting
Im suprised nintendo hasn't hired you to work on Metroid Prime 4
i need help with using your cannon for my avatar. i dont need any of your stuff except for the particles. i put it in the hierarchy bt when i was in the animation tab it wouldnt appear. i feel like its something wityh the material property block
Woah
question for anyone, how would you do nier style combat, with floating and rotating swords with moving
I'm checking the project code on github but it doesn't seem to include the first person movement D:
Somebody get this man on Metroid prime 4 team
Like!
Don't get me wrong, your work is fantastic and I love your videos, but I felt this one lacked some of the polish your other videos have. Normally, for little details like @ 2:03 you would show an example and then a quick clip of either the code, or you recording the animation. Physics on the particles being shot out wasn't really touched on - Or does a sphere mesh spawn even when you don't charge all the way? It also looks like charged shots have more force? I'm sure some of these implementations are similar as in your other videos but a couple of seconds to know what you chose or why would be appreciated. Great work and inspiring as always!
I really can't do this "bending UI" effect :(
Tried to copy you but o i just cant. Someone can help me?
What are you doing this all in?
can you re create NFS 2015 drifting camera?
Could you make a video on the perspective shift from super paper mario for the wii.
Very nice
Could make hack slash mechanic like god of war?
Maybe you could try to create the tether from Just Cause 3
You might as well recreate the whole game. Amazing job as always man
hmm, looks like a good hack, but, is it really efficient (curved UI elements)?, if I understand correctly, it is continuosly rendering the output of the UICamera to a texture, and this are all fixed UI elements, but even if there would be non-fixed elements, is it still an eficient solution for low end devices?
Hey! This video was on point as always , but I have one question. What software do you use for your art. Id assume its s vector based software. Would appreciate if you'd tell me. ;)
Adobe Illustrator
Descobri que voce era brasileiro faz pouco tempo! Estou estudando Unity e C# por um tempo, e seus videos me ajudam imensamente a perceber como as funcionalidades sao implementadas, gostaria muito que voce fizesse um modelo de Zelda no estilo top Down, se fizer me ajudaria muito!
Btw seu inglês e muito bom!
A pronúncia "Vitor Moreira" denuncia. hahah Foi assim que eu descobri
Could you do a video about replicating the mechanics of the Cruise Bubble from Spongebob Battle for Bikini Bottom?
Hey man, Could you Please do a tutorial on captain Americas shield throw or just guide me on how to go about it please.
Do Cinematic Fighting like Uncharted 4
In this project, where is the RENDER TEXTURE actually applied back into a material?
The set up looks a bit unfamiliar to me. I can see the "vidro" (visor) mesh, with VisorMaterial on it, but no slots for assigning the RenderTexture in that material type (UI/Default).
How is the Render Texture actually appled, like if one wanted to change it to a different Render Texture for example?
FYI: If you're trying to use this project yourself, and edit the material to use a different Render Texture, you can
** change the Material Type to UI/Unlit/Transparent **
and that gives you a box to select what texture to use, and you can assign the Render Texture there. Works for me!